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arXiv:2103.05271공식 코드 · Papers with Code

Probabilistic Modeling of Semantic Ambiguity for Scene Graph Generation

To generate "accurate" scene graphs, almost all existing methods predict pairwise relationships in a deterministic manner. However, we argue that visual relationships are often semantically ambiguous. Specifically, inspired by linguistic knowledge, we classify the ambiguity into three types: Synonymy Ambiguity, Hyponymy Ambiguity, and Multi-view Ambiguity. The ambiguity naturally leads to the issue of \emph{implicit multi-label}, motivating the need for diverse predictions. In this work, we propose a novel plug-and-play Probabilistic Uncertainty Modeling (PUM) module. It models each union region as a Gaussian distribution, whose variance measures the uncertainty of the corresponding visual content. Compared to the conventional deterministic methods, such uncertainty modeling brings stochasticity of feature representation, which naturally enables diverse predictions. As a byproduct, PUM also manages to cover more fine-grained relationships and thus alleviates the issue of bias towards frequent relationships. Extensive experiments on the large-scale Visual Genome benchmark show that combining PUM with newly proposed ResCAGCN can achieve state-of-the-art performances, especially under the mean recall metric. Furthermore, we prove the universal effectiveness of PUM by plugging it into some existing models and provide insightful analysis of its ability to generate diverse yet plausible visual relationships.

arXiv:2103.05558

Exploiting Edge-Oriented Reasoning for 3D Point-based Scene Graph Analysis

Scene understanding is a critical problem in computer vision. In this paper, we propose a 3D point-based scene graph generation ($\mathbf{SGG_{point}}$) framework to effectively bridge perception and reasoning to achieve scene understanding via three sequential stages, namely scene graph construction, reasoning, and inference. Within the reasoning stage, an EDGE-oriented Graph Convolutional Network ($\texttt{EdgeGCN}$) is created to exploit multi-dimensional edge features for explicit relationship modeling, together with the exploration of two associated twinning interaction mechanisms between nodes and edges for the independent evolution of scene graph representations. Overall, our integrated $\mathbf{SGG_{point}}$ framework is established to seek and infer scene structures of interest from both real-world and synthetic 3D point-based scenes. Our experimental results show promising edge-oriented reasoning effects on scene graph generation studies. We also demonstrate our method advantage on several traditional graph representation learning benchmark datasets, including the node-wise classification on citation networks and whole-graph recognition problems for molecular analysis.

arXiv:2103.02221공식 코드 · Papers with Code

Energy-Based Learning for Scene Graph Generation

Traditional scene graph generation methods are trained using cross-entropy losses that treat objects and relationships as independent entities. Such a formulation, however, ignores the structure in the output space, in an inherently structured prediction problem. In this work, we introduce a novel energy-based learning framework for generating scene graphs. The proposed formulation allows for efficiently incorporating the structure of scene graphs in the output space. This additional constraint in the learning framework acts as an inductive bias and allows models to learn efficiently from a small number of labels. We use the proposed energy-based framework to train existing state-of-the-art models and obtain a significant performance improvement, of up to 21% and 27%, on the Visual Genome and GQA benchmark datasets, respectively. Furthermore, we showcase the learning efficiency of the proposed framework by demonstrating superior performance in the zero- and few-shot settings where data is scarce.

arXiv:2101.05479

Understanding the Role of Scene Graphs in Visual Question Answering

Visual Question Answering (VQA) is of tremendous interest to the research community with important applications such as aiding visually impaired users and image-based search. In this work, we explore the use of scene graphs for solving the VQA task. We conduct experiments on the GQA dataset which presents a challenging set of questions requiring counting, compositionality and advanced reasoning capability, and provides scene graphs for a large number of images. We adopt image + question architectures for use with scene graphs, evaluate various scene graph generation techniques for unseen images, propose a training curriculum to leverage human-annotated and auto-generated scene graphs, and build late fusion architectures to learn from multiple image representations. We present a multi-faceted study into the use of scene graphs for VQA, making this work the first of its kind.

arXiv:2011.14488

Self-Supervised Real-to-Sim Scene Generation

Synthetic data is emerging as a promising solution to the scalability issue of supervised deep learning, especially when real data are difficult to acquire or hard to annotate. Synthetic data generation, however, can itself be prohibitively expensive when domain experts have to manually and painstakingly oversee the process. Moreover, neural networks trained on synthetic data often do not perform well on real data because of the domain gap. To solve these challenges, we propose Sim2SG, a self-supervised automatic scene generation technique for matching the distribution of real data. Importantly, Sim2SG does not require supervision from the real-world dataset, thus making it applicable in situations for which such annotations are difficult to obtain. Sim2SG is designed to bridge both the content and appearance gaps, by matching the content of real data, and by matching the features in the source and target domains. We select scene graph (SG) generation as the downstream task, due to the limited availability of labeled datasets. Experiments demonstrate significant improvements over leading baselines in reducing the domain gap both qualitatively and quantitatively, on several synthetic datasets as well as the real-world KITTI dataset.

arXiv:2011.10452

Bridging Scene Understanding and Task Execution with Flexible Simulation Environments

Significant progress has been made in scene understanding which seeks to build 3D, metric and object-oriented representations of the world. Concurrently, reinforcement learning has made impressive strides largely enabled by advances in simulation. Comparatively, there has been less focus in simulation for perception algorithms. Simulation is becoming increasingly vital as sophisticated perception approaches such as metric-semantic mapping or 3D dynamic scene graph generation require precise 3D, 2D, and inertial information in an interactive environment. To that end, we present TESSE (Task Execution with Semantic Segmentation Environments), an open source simulator for developing scene understanding and task execution algorithms. TESSE has been used to develop state-of-the-art solutions for metric-semantic mapping and 3D dynamic scene graph generation. Additionally, TESSE served as the platform for the GOSEEK Challenge at the International Conference of Robotics and Automation (ICRA) 2020, an object search competition with an emphasis on reinforcement learning. Code for TESSE is available at https://github.com/MIT-TESSE.

arXiv:2011.04779공식 코드 · Papers with Code

After All, Only The Last Neuron Matters: Comparing Multi-modal Fusion Functions for Scene Graph Generation

From object segmentation to word vector representations, Scene Graph Generation (SGG) became a complex task built upon numerous research results. In this paper, we focus on the last module of this model: the fusion function. The role of this latter is to combine three hidden states. We perform an ablation test in order to compare different implementations. First, we reproduce the state-of-the-art results using SUM, and GATE functions. Then we expand the original solution by adding more model-agnostic functions: an adapted version of DIST and a mixture between MFB and GATE. On the basis of the state-of-the-art configuration, DIST performed the best Recall @ K, which makes it now part of the state-of-the-art.

arXiv:2011.04234

Dual ResGCN for Balanced Scene GraphGeneration

Visual scene graph generation is a challenging task. Previous works have achieved great progress, but most of them do not explicitly consider the class imbalance issue in scene graph generation. Models learned without considering the class imbalance tend to predict the majority classes, which leads to a good performance on trivial frequent predicates, but poor performance on informative infrequent predicates. However, predicates of minority classes often carry more semantic and precise information~(\textit{e.g.}, \emph{`on'} v.s \emph{`parked on'}). % which leads to a good score of recall, but a poor score of mean recall. To alleviate the influence of the class imbalance, we propose a novel model, dubbed \textit{dual ResGCN}, which consists of an object residual graph convolutional network and a relation residual graph convolutional network. The two networks are complementary to each other. The former captures object-level context information, \textit{i.e.,} the connections among objects. We propose a novel ResGCN that enhances object features in a cross attention manner. Besides, we stack multiple contextual coefficients to alleviate the imbalance issue and enrich the prediction diversity. The latter is carefully designed to explicitly capture relation-level context information \textit{i.e.,} the connections among relations. We propose to incorporate the prior about the co-occurrence of relation pairs into the graph to further help alleviate the class imbalance issue. Extensive evaluations of three tasks are performed on the large-scale database VG to demonstrate the superiority of the proposed method.

arXiv:2010.03855공식 코드 · Papers with Code

Dense Relational Image Captioning via Multi-task Triple-Stream Networks

We introduce dense relational captioning, a novel image captioning task which aims to generate multiple captions with respect to relational information between objects in a visual scene. Relational captioning provides explicit descriptions for each relationship between object combinations. This framework is advantageous in both diversity and amount of information, leading to a comprehensive image understanding based on relationships, e.g., relational proposal generation. For relational understanding between objects, the part-of-speech (POS; i.e., subject-object-predicate categories) can be a valuable prior information to guide the causal sequence of words in a caption. We enforce our framework to learn not only to generate captions but also to understand the POS of each word. To this end, we propose the multi-task triple-stream network (MTTSNet) which consists of three recurrent units responsible for each POS which is trained by jointly predicting the correct captions and POS for each word. In addition, we found that the performance of MTTSNet can be improved by modulating the object embeddings with an explicit relational module. We demonstrate that our proposed model can generate more diverse and richer captions, via extensive experimental analysis on large scale datasets and several metrics. Then, we present applications of our framework to holistic image captioning, scene graph generation, and retrieval tasks.

arXiv:2009.12313

Are scene graphs good enough to improve Image Captioning?

Many top-performing image captioning models rely solely on object features computed with an object detection model to generate image descriptions. However, recent studies propose to directly use scene graphs to introduce information about object relations into captioning, hoping to better describe interactions between objects. In this work, we thoroughly investigate the use of scene graphs in image captioning. We empirically study whether using additional scene graph encoders can lead to better image descriptions and propose a conditional graph attention network (C-GAT), where the image captioning decoder state is used to condition the graph updates. Finally, we determine to what extent noise in the predicted scene graphs influence caption quality. Overall, we find no significant difference between models that use scene graph features and models that only use object detection features across different captioning metrics, which suggests that existing scene graph generation models are still too noisy to be useful in image captioning. Moreover, although the quality of predicted scene graphs is very low in general, when using high quality scene graphs we obtain gains of up to 3.3 CIDEr compared to a strong Bottom-Up Top-Down baseline. We open source code to reproduce all our experiments in https://github.com/iacercalixto/butd-image-captioning.

arXiv:2009.07526공식 코드 · Papers with Code

CogTree: Cognition Tree Loss for Unbiased Scene Graph Generation

Scene graphs are semantic abstraction of images that encourage visual understanding and reasoning. However, the performance of Scene Graph Generation (SGG) is unsatisfactory when faced with biased data in real-world scenarios. Conventional debiasing research mainly studies from the view of balancing data distribution or learning unbiased models and representations, ignoring the correlations among the biased classes. In this work, we analyze this problem from a novel cognition perspective: automatically building a hierarchical cognitive structure from the biased predictions and navigating that hierarchy to locate the relationships, making the tail relationships receive more attention in a coarse-to-fine mode. To this end, we propose a novel debiasing Cognition Tree (CogTree) loss for unbiased SGG. We first build a cognitive structure CogTree to organize the relationships based on the prediction of a biased SGG model. The CogTree distinguishes remarkably different relationships at first and then focuses on a small portion of easily confused ones. Then, we propose a debiasing loss specially for this cognitive structure, which supports coarse-to-fine distinction for the correct relationships. The loss is model-agnostic and consistently boosting the performance of several state-of-the-art models. The code is available at: https://github.com/CYVincent/Scene-Graph-Transformer-CogTree.

arXiv:2009.05834

Exploring the Hierarchy in Relation Labels for Scene Graph Generation

By assigning each relationship a single label, current approaches formulate the relationship detection as a classification problem. Under this formulation, predicate categories are treated as completely different classes. However, different from the object labels where different classes have explicit boundaries, predicates usually have overlaps in their semantic meanings. For example, sit\_on and stand\_on have common meanings in vertical relationships but different details of how these two objects are vertically placed. In order to leverage the inherent structures of the predicate categories, we propose to first build the language hierarchy and then utilize the Hierarchy Guided Feature Learning (HGFL) strategy to learn better region features of both the coarse-grained level and the fine-grained level. Besides, we also propose the Hierarchy Guided Module (HGM) to utilize the coarse-grained level to guide the learning of fine-grained level features. Experiments show that the proposed simple yet effective method can improve several state-of-the-art baselines by a large margin (up to $33\%$ relative gain) in terms of Recall@50 on the task of Scene Graph Generation in different datasets.

arXiv:2009.00893

PCPL: Predicate-Correlation Perception Learning for Unbiased Scene Graph Generation

Today, scene graph generation(SGG) task is largely limited in realistic scenarios, mainly due to the extremely long-tailed bias of predicate annotation distribution. Thus, tackling the class imbalance trouble of SGG is critical and challenging. In this paper, we first discover that when predicate labels have strong correlation with each other, prevalent re-balancing strategies(e.g., re-sampling and re-weighting) will give rise to either over-fitting the tail data(e.g., bench sitting on sidewalk rather than on), or still suffering the adverse effect from the original uneven distribution(e.g., aggregating varied parked on/standing on/sitting on into on). We argue the principal reason is that re-balancing strategies are sensitive to the frequencies of predicates yet blind to their relatedness, which may play a more important role to promote the learning of predicate features. Therefore, we propose a novel Predicate-Correlation Perception Learning(PCPL for short) scheme to adaptively seek out appropriate loss weights by directly perceiving and utilizing the correlation among predicate classes. Moreover, our PCPL framework is further equipped with a graph encoder module to better extract context features. Extensive experiments on the benchmark VG150 dataset show that the proposed PCPL performs markedly better on tail classes while well-preserving the performance on head ones, which significantly outperforms previous state-of-the-art methods.

arXiv:2008.07832

Tackling the Unannotated: Scene Graph Generation with Bias-Reduced Models

Predicting a scene graph that captures visual entities and their interactions in an image has been considered a crucial step towards full scene comprehension. Recent scene graph generation (SGG) models have shown their capability of capturing the most frequent relations among visual entities. However, the state-of-the-art results are still far from satisfactory, e.g. models can obtain 31% in overall recall R@100, whereas the likewise important mean class-wise recall mR@100 is only around 8% on Visual Genome (VG). The discrepancy between R and mR results urges to shift the focus from pursuing a high R to a high mR with a still competitive R. We suspect that the observed discrepancy stems from both the annotation bias and sparse annotations in VG, in which many visual entity pairs are either not annotated at all or only with a single relation when multiple ones could be valid. To address this particular issue, we propose a novel SGG training scheme that capitalizes on self-learned knowledge. It involves two relation classifiers, one offering a less biased setting for the other to base on. The proposed scheme can be applied to most of the existing SGG models and is straightforward to implement. We observe significant relative improvements in mR (between +6.6% and +20.4%) and competitive or better R (between -2.4% and 0.3%) across all standard SGG tasks.

arXiv:2008.05156

HOSE-Net: Higher Order Structure Embedded Network for Scene Graph Generation

Scene graph generation aims to produce structured representations for images, which requires to understand the relations between objects. Due to the continuous nature of deep neural networks, the prediction of scene graphs is divided into object detection and relation classification. However, the independent relation classes cannot separate the visual features well. Although some methods organize the visual features into graph structures and use message passing to learn contextual information, they still suffer from drastic intra-class variations and unbalanced data distributions. One important factor is that they learn an unstructured output space that ignores the inherent structures of scene graphs. Accordingly, in this paper, we propose a Higher Order Structure Embedded Network (HOSE-Net) to mitigate this issue. First, we propose a novel structure-aware embedding-to-classifier(SEC) module to incorporate both local and global structural information of relationships into the output space. Specifically, a set of context embeddings are learned via local graph based message passing and then mapped to a global structure based classification space. Second, since learning too many context-specific classification subspaces can suffer from data sparsity issues, we propose a hierarchical semantic aggregation(HSA) module to reduces the number of subspaces by introducing higher order structural information. HSA is also a fast and flexible tool to automatically search a semantic object hierarchy based on relational knowledge graphs. Extensive experiments show that the proposed HOSE-Net achieves the state-of-the-art performance on two popular benchmarks of Visual Genome and VRD.

arXiv:2008.03555

Assisting Scene Graph Generation with Self-Supervision

Research in scene graph generation has quickly gained traction in the past few years because of its potential to help in downstream tasks like visual question answering, image captioning, etc. Many interesting approaches have been proposed to tackle this problem. Most of these works have a pre-trained object detection model as a preliminary feature extractor. Therefore, getting object bounding box proposals from the object detection model is relatively cheaper. We take advantage of this ready availability of bounding box annotations produced by the pre-trained detector. We propose a set of three novel yet simple self-supervision tasks and train them as auxiliary multi-tasks to the main model. While comparing, we train the base-model from scratch with these self-supervision tasks, we achieve state-of-the-art results in all the metrics and recall settings. We also resolve some of the confusion between two types of relationships: geometric and possessive, by training the model with the proposed self-supervision losses. We use the benchmark dataset, Visual Genome to conduct our experiments and show our results.

arXiv:2007.08760공식 코드 · Papers with Code

Sketching Image Gist: Human-Mimetic Hierarchical Scene Graph Generation

Scene graph aims to faithfully reveal humans' perception of image content. When humans analyze a scene, they usually prefer to describe image gist first, namely major objects and key relations in a scene graph. This humans' inherent perceptive habit implies that there exists a hierarchical structure about humans' preference during the scene parsing procedure. Therefore, we argue that a desirable scene graph should be also hierarchically constructed, and introduce a new scheme for modeling scene graph. Concretely, a scene is represented by a human-mimetic Hierarchical Entity Tree (HET) consisting of a series of image regions. To generate a scene graph based on HET, we parse HET with a Hybrid Long Short-Term Memory (Hybrid-LSTM) which specifically encodes hierarchy and siblings context to capture the structured information embedded in HET. To further prioritize key relations in the scene graph, we devise a Relation Ranking Module (RRM) to dynamically adjust their rankings by learning to capture humans' subjective perceptive habits from objective entity saliency and size. Experiments indicate that our method not only achieves state-of-the-art performances for scene graph generation, but also is expert in mining image-specific relations which play a great role in serving downstream tasks.

arXiv:2007.05756공식 코드 · Papers with Code

Generative Compositional Augmentations for Scene Graph Prediction

Inferring objects and their relationships from an image in the form of a scene graph is useful in many applications at the intersection of vision and language. We consider a challenging problem of compositional generalization that emerges in this task due to a long tail data distribution. Current scene graph generation models are trained on a tiny fraction of the distribution corresponding to the most frequent compositions, e.g. <cup, on, table>. However, test images might contain zero- and few-shot compositions of objects and relationships, e.g. <cup, on, surfboard>. Despite each of the object categories and the predicate (e.g. 'on') being frequent in the training data, the models often fail to properly understand such unseen or rare compositions. To improve generalization, it is natural to attempt increasing the diversity of the training distribution. However, in the graph domain this is non-trivial. To that end, we propose a method to synthesize rare yet plausible scene graphs by perturbing real ones. We then propose and empirically study a model based on conditional generative adversarial networks (GANs) that allows us to generate visual features of perturbed scene graphs and learn from them in a joint fashion. When evaluated on the Visual Genome dataset, our approach yields marginal, but consistent improvements in zero- and few-shot metrics. We analyze the limitations of our approach indicating promising directions for future research.

arXiv:2007.03357공식 코드 · Papers with Code

Learning and Reasoning with the Graph Structure Representation in Robotic Surgery

Learning to infer graph representations and performing spatial reasoning in a complex surgical environment can play a vital role in surgical scene understanding in robotic surgery. For this purpose, we develop an approach to generate the scene graph and predict surgical interactions between instruments and surgical region of interest (ROI) during robot-assisted surgery. We design an attention link function and integrate with a graph parsing network to recognize the surgical interactions. To embed each node with corresponding neighbouring node features, we further incorporate SageConv into the network. The scene graph generation and active edge classification mostly depend on the embedding or feature extraction of node and edge features from complex image representation. Here, we empirically demonstrate the feature extraction methods by employing label smoothing weighted loss. Smoothing the hard label can avoid the over-confident prediction of the model and enhances the feature representation learned by the penultimate layer. To obtain the graph scene label, we annotate the bounding box and the instrument-ROI interactions on the robotic scene segmentation challenge 2018 dataset with an experienced clinical expert in robotic surgery and employ it to evaluate our propositions.

arXiv:2006.11524

Neuro-Symbolic Visual Reasoning: Disentangling "Visual" from "Reasoning"

Visual reasoning tasks such as visual question answering (VQA) require an interplay of visual perception with reasoning about the question semantics grounded in perception. However, recent advances in this area are still primarily driven by perception improvements (e.g. scene graph generation) rather than reasoning. Neuro-symbolic models such as Neural Module Networks bring the benefits of compositional reasoning to VQA, but they are still entangled with visual representation learning, and thus neural reasoning is hard to improve and assess on its own. To address this, we propose (1) a framework to isolate and evaluate the reasoning aspect of VQA separately from its perception, and (2) a novel top-down calibration technique that allows the model to answer reasoning questions even with imperfect perception. To this end, we introduce a differentiable first-order logic formalism for VQA that explicitly decouples question answering from visual perception. On the challenging GQA dataset, this framework is used to perform in-depth, disentangled comparisons between well-known VQA models leading to informative insights regarding the participating models as well as the task.