Humans have the ability of recognizing visual semantics in an unlimited granularity, but existing visual recognition algorithms cannot achieve this goal. In this paper, we establish a new paradigm named visual recognition by request (ViRReq) to bridge the gap. The key lies in decomposing visual recognition into atomic tasks named requests and leveraging a knowledge base, a hierarchical and text-based dictionary, to assist task definition. ViRReq allows for (i) learning complicated whole-part hierarchies from highly incomplete annotations and (ii) inserting new concepts with minimal efforts. We also establish a solid baseline by integrating language-driven recognition into recent semantic and instance segmentation methods, and demonstrate its flexible recognition ability on CPP and ADE20K, two datasets with hierarchical whole-part annotations.
In this paper we propose an extension of the Attention Branch Network (ABN) by using instance segmentation for generating sharper attention maps for action recognition. Methods for visual explanation such as Grad-CAM usually generate blurry maps which are not intuitive for humans to understand, particularly in recognizing actions of people in videos. Our proposed method, Object-ABN, tackles this issue by introducing a new mask loss that makes the generated attention maps close to the instance segmentation result. Further the PC loss and multiple attention maps are introduced to enhance the sharpness of the maps and improve the performance of classification. Experimental results with UCF101 and SSv2 shows that the generated maps by the proposed method are much clearer qualitatively and quantitatively than those of the original ABN.
Synthesizing natural interactions between virtual humans and their 3D environments is critical for numerous applications, such as computer games and AR/VR experiences. Our goal is to synthesize humans interacting with a given 3D scene controlled by high-level semantic specifications as pairs of action categories and object instances, e.g., "sit on the chair". The key challenge of incorporating interaction semantics into the generation framework is to learn a joint representation that effectively captures heterogeneous information, including human body articulation, 3D object geometry, and the intent of the interaction. To address this challenge, we design a novel transformer-based generative model, in which the articulated 3D human body surface points and 3D objects are jointly encoded in a unified latent space, and the semantics of the interaction between the human and objects are embedded via positional encoding. Furthermore, inspired by the compositional nature of interactions that humans can simultaneously interact with multiple objects, we define interaction semantics as the composition of varying numbers of atomic action-object pairs. Our proposed generative model can naturally incorporate varying numbers of atomic interactions, which enables synthesizing compositional human-scene interactions without requiring composite interaction data. We extend the PROX dataset with interaction semantic labels and scene instance segmentation to evaluate our method and demonstrate that our method can generate realistic human-scene interactions with semantic control. Our perceptual study shows that our synthesized virtual humans can naturally interact with 3D scenes, considerably outperforming existing methods. We name our method COINS, for COmpositional INteraction Synthesis with Semantic Control. Code and data are available at https://github.com/zkf1997/COINS.
We introduce a few-shot localization dataset originating from photographers who authentically were trying to learn about the visual content in the images they took. It includes nearly 10,000 segmentations of 100 categories in over 4,500 images that were taken by people with visual impairments. Compared to existing few-shot object detection and instance segmentation datasets, our dataset is the first to locate holes in objects (e.g., found in 12.3\% of our segmentations), it shows objects that occupy a much larger range of sizes relative to the images, and text is over five times more common in our objects (e.g., found in 22.4\% of our segmentations). Analysis of three modern few-shot localization algorithms demonstrates that they generalize poorly to our new dataset. The algorithms commonly struggle to locate objects with holes, very small and very large objects, and objects lacking text. To encourage a larger community to work on these unsolved challenges, we publicly share our annotated few-shot dataset at https://vizwiz.org .
The requirement of expensive annotations is a major burden for training a well-performed instance segmentation model. In this paper, we present an economic active learning setting, named active pointly-supervised instance segmentation (APIS), which starts with box-level annotations and iteratively samples a point within the box and asks if it falls on the object. The key of APIS is to find the most desirable points to maximize the segmentation accuracy with limited annotation budgets. We formulate this setting and propose several uncertainty-based sampling strategies. The model developed with these strategies yields consistent performance gain on the challenging MS-COCO dataset, compared against other learning strategies. The results suggest that APIS, integrating the advantages of active learning and point-based supervision, is an effective learning paradigm for label-efficient instance segmentation.
Instance segmentation on point clouds is crucially important for 3D scene understanding. Most SOTAs adopt distance clustering, which is typically effective but does not perform well in segmenting adjacent objects with the same semantic label (especially when they share neighboring points). Due to the uneven distribution of offset points, these existing methods can hardly cluster all instance points. To this end, we design a novel divide-and-conquer strategy named PBNet that binarizes each point and clusters them separately to segment instances. Our binary clustering divides offset instance points into two categories: high and low density points (HPs vs. LPs). Adjacent objects can be clearly separated by removing LPs, and then be completed and refined by assigning LPs via a neighbor voting method. To suppress potential over-segmentation, we propose to construct local scenes with the weight mask for each instance. As a plug-in, the proposed binary clustering can replace traditional distance clustering and lead to consistent performance gains on many mainstream baselines. A series of experiments on ScanNetV2 and S3DIS datasets indicate the superiority of our model. In particular, PBNet ranks first on the ScanNetV2 official benchmark challenge, achieving the highest mAP. Code will be available publicly at https://github.com/weiguangzhao/PBNet.
Video Instance Segmentation (VIS) jointly tackles multi-object detection, tracking, and segmentation in video sequences. In the past, VIS methods mirrored the fragmentation of these subtasks in their architectural design, hence missing out on a joint solution. Transformers recently allowed to cast the entire VIS task as a single set-prediction problem. Nevertheless, the quadratic complexity of existing Transformer-based methods requires long training times, high memory requirements, and processing of low-single-scale feature maps. Deformable attention provides a more efficient alternative but its application to the temporal domain or the segmentation task have not yet been explored. In this work, we present Deformable VIS (DeVIS), a VIS method which capitalizes on the efficiency and performance of deformable Transformers. To reason about all VIS subtasks jointly over multiple frames, we present temporal multi-scale deformable attention with instance-aware object queries. We further introduce a new image and video instance mask head with multi-scale features, and perform near-online video processing with multi-cue clip tracking. DeVIS reduces memory as well as training time requirements, and achieves state-of-the-art results on the YouTube-VIS 2021, as well as the challenging OVIS dataset. Code is available at https://github.com/acaelles97/DeVIS.
Major advancements have been made in the field of object detection and segmentation recently. However, when it comes to rare categories, the state-of-the-art methods fail to detect them, resulting in a significant performance gap between rare and frequent categories. In this paper, we identify that Sigmoid or Softmax functions used in deep detectors are a major reason for low performance and are sub-optimal for long-tailed detection and segmentation. To address this, we develop a Gumbel Optimized Loss (GOL), for long-tailed detection and segmentation. It aligns with the Gumbel distribution of rare classes in imbalanced datasets, considering the fact that most classes in long-tailed detection have low expected probability. The proposed GOL significantly outperforms the best state-of-the-art method by 1.1% on AP , and boosts the overall segmentation by 9.0% and detection by 8.0%, particularly improving detection of rare classes by 20.3%, compared to Mask-RCNN, on LVIS dataset. Code available at: https://github.com/kostas1515/GOL
This paper introduces a new problem in 3D point cloud: few-shot instance segmentation. Given a few annotated point clouds exemplified a target class, our goal is to segment all instances of this target class in a query point cloud. This problem has a wide range of practical applications where point-wise instance segmentation annotation is prohibitively expensive to collect. To address this problem, we present Geodesic-Former -- the first geodesic-guided transformer for 3D point cloud instance segmentation. The key idea is to leverage the geodesic distance to tackle the density imbalance of LiDAR 3D point clouds. The LiDAR 3D point clouds are dense near the object surface and sparse or empty elsewhere making the Euclidean distance less effective to distinguish different objects. The geodesic distance, on the other hand, is more suitable since it encodes the scene's geometry which can be used as a guiding signal for the attention mechanism in a transformer decoder to generate kernels representing distinct features of instances. These kernels are then used in a dynamic convolution to obtain the final instance masks. To evaluate Geodesic-Former on the new task, we propose new splits of the two common 3D point cloud instance segmentation datasets: ScannetV2 and S3DIS. Geodesic-Former consistently outperforms strong baselines adapted from state-of-the-art 3D point cloud instance segmentation approaches with a significant margin. Code is available at https://github.com/VinAIResearch/GeoFormer.
We present a method to map 2D image observations of a scene to a persistent 3D scene representation, enabling novel view synthesis and disentangled representation of the movable and immovable components of the scene. Motivated by the bird's-eye-view (BEV) representation commonly used in vision and robotics, we propose conditional neural groundplans, ground-aligned 2D feature grids, as persistent and memory-efficient scene representations. Our method is trained self-supervised from unlabeled multi-view observations using differentiable rendering, and learns to complete geometry and appearance of occluded regions. In addition, we show that we can leverage multi-view videos at training time to learn to separately reconstruct static and movable components of the scene from a single image at test time. The ability to separately reconstruct movable objects enables a variety of downstream tasks using simple heuristics, such as extraction of object-centric 3D representations, novel view synthesis, instance-level segmentation, 3D bounding box prediction, and scene editing. This highlights the value of neural groundplans as a backbone for efficient 3D scene understanding models.
In recent years, video instance segmentation (VIS) has been largely advanced by offline models, while online models gradually attracted less attention possibly due to their inferior performance. However, online methods have their inherent advantage in handling long video sequences and ongoing videos while offline models fail due to the limit of computational resources. Therefore, it would be highly desirable if online models can achieve comparable or even better performance than offline models. By dissecting current online models and offline models, we demonstrate that the main cause of the performance gap is the error-prone association between frames caused by the similar appearance among different instances in the feature space. Observing this, we propose an online framework based on contrastive learning that is able to learn more discriminative instance embeddings for association and fully exploit history information for stability. Despite its simplicity, our method outperforms all online and offline methods on three benchmarks. Specifically, we achieve 49.5 AP on YouTube-VIS 2019, a significant improvement of 13.2 AP and 2.1 AP over the prior online and offline art, respectively. Moreover, we achieve 30.2 AP on OVIS, a more challenging dataset with significant crowding and occlusions, surpassing the prior art by 14.8 AP. The proposed method won first place in the video instance segmentation track of the 4th Large-scale Video Object Segmentation Challenge (CVPR2022). We hope the simplicity and effectiveness of our method, as well as our insight into current methods, could shed light on the exploration of VIS models.
We introduce a method for instance proposal generation for 3D point clouds. Existing techniques typically directly regress proposals in a single feed-forward step, leading to inaccurate estimation. We show that this serves as a critical bottleneck, and propose a method based on iterative bilateral filtering with learned kernels. Following the spirit of bilateral filtering, we consider both the deep feature embeddings of each point, as well as their locations in the 3D space. We show via synthetic experiments that our method brings drastic improvements when generating instance proposals for a given point of interest. We further validate our method on the challenging ScanNet benchmark, achieving the best instance segmentation performance amongst the sub-category of top-down methods.
The emergence of vision transformers (ViTs) in image classification has shifted the methodologies for visual representation learning. In particular, ViTs learn visual representation at full receptive field per layer across all the image patches, in comparison to the increasing receptive fields of CNNs across layers and other alternatives (e.g., large kernels and atrous convolution). In this work, for the first time we explore the global context learning potentials of ViTs for dense visual prediction (e.g., semantic segmentation). Our motivation is that through learning global context at full receptive field layer by layer, ViTs may capture stronger long-range dependency information, critical for dense prediction tasks. We first demonstrate that encoding an image as a sequence of patches, a vanilla ViT without local convolution and resolution reduction can yield stronger visual representation for semantic segmentation. For example, our model, termed as SEgmentation TRansformer (SETR), excels on ADE20K (50.28% mIoU, the first position in the test leaderboard on the day of submission) and performs competitively on Cityscapes. However, the basic ViT architecture falls short in broader dense prediction applications, such as object detection and instance segmentation, due to its lack of a pyramidal structure, high computational demand, and insufficient local context. For tackling general dense visual prediction tasks in a cost-effective manner, we further formulate a family of Hierarchical Local-Global (HLG) Transformers, characterized by local attention within windows and global-attention across windows in a pyramidal architecture. Extensive experiments show that our methods achieve appealing performance on a variety of dense prediction tasks (e.g., object detection and instance segmentation and semantic segmentation) as well as image classification.
Instance segmentation with unseen objects is a challenging problem in unstructured environments. To solve this problem, we propose a robot learning approach to actively interact with novel objects and collect each object's training label for further fine-tuning to improve the segmentation model performance, while avoiding the time-consuming process of manually labeling a dataset. The Singulation-and-Grasping (SaG) policy is trained through end-to-end reinforcement learning. Given a cluttered pile of objects, our approach chooses pushing and grasping motions to break the clutter and conducts object-agnostic grasping for which the SaG policy takes as input the visual observations and imperfect segmentation. We decompose the problem into three subtasks: (1) the object singulation subtask aims to separate the objects from each other, which creates more space that alleviates the difficulty of (2) the collision-free grasping subtask; (3) the mask generation subtask to obtain the self-labeled ground truth masks by using an optical flow-based binary classifier and motion cue post-processing for transfer learning. Our system achieves 70% singulation success rate in simulated cluttered scenes. The interactive segmentation of our system achieves 87.8%, 73.9%, and 69.3% average precision for toy blocks, YCB objects in simulation and real-world novel objects, respectively, which outperforms several baselines.
Low-light images often suffer from noise and color distortion. Object detection, semantic segmentation, instance segmentation, and other tasks are challenging when working with low-light images because of image noise and chromatic aberration. We also found that the conventional Retinex theory loses information in adjusting the image for low-light tasks. In response to the aforementioned problem, this paper proposes an algorithm for low illumination enhancement. The proposed method, KinD-LCE, uses a light curve estimation module to enhance the illumination map in the Retinex decomposed image, improving the overall image brightness. An illumination map and reflection map fusion module were also proposed to restore the image details and reduce detail loss. Additionally, a TV(total variation) loss function was applied to eliminate noise. Our method was trained on the GladNet dataset, known for its diverse collection of low-light images, tested against the Low-Light dataset, and evaluated using the ExDark dataset for downstream tasks, demonstrating competitive performance with a PSNR of 19.7216 and SSIM of 0.8213.
In contrast to the fully supervised methods using pixel-wise mask labels, box-supervised instance segmentation takes advantage of the simple box annotations, which has recently attracted a lot of research attentions. In this paper, we propose a novel single-shot box-supervised instance segmentation approach, which integrates the classical level set model with deep neural network delicately. Specifically, our proposed method iteratively learns a series of level sets through a continuous Chan-Vese energy-based function in an end-to-end fashion. A simple mask supervised SOLOv2 model is adapted to predict the instance-aware mask map as the level set for each instance. Both the input image and its deep features are employed as the input data to evolve the level set curves, where a box projection function is employed to obtain the initial boundary. By minimizing the fully differentiable energy function, the level set for each instance is iteratively optimized within its corresponding bounding box annotation. The experimental results on four challenging benchmarks demonstrate the leading performance of our proposed approach to robust instance segmentation in various scenarios. The code is available at: https://github.com/LiWentomng/boxlevelset.
We introduce a 3D instance representation, termed instance kernels, where instances are represented by one-dimensional vectors that encode the semantic, positional, and shape information of 3D instances. We show that instance kernels enable easy mask inference by simply scanning kernels over the entire scenes, avoiding the heavy reliance on proposals or heuristic clustering algorithms in standard 3D instance segmentation pipelines. The idea of instance kernel is inspired by recent success of dynamic convolutions in 2D/3D instance segmentation. However, we find it non-trivial to represent 3D instances due to the disordered and unstructured nature of point cloud data, e.g., poor instance localization can significantly degrade instance representation. To remedy this, we construct a novel 3D instance encoding paradigm. First, potential instance centroids are localized as candidates. Then, a candidate merging scheme is devised to simultaneously aggregate duplicated candidates and collect context around the merged centroids to form the instance kernels. Once instance kernels are available, instance masks can be reconstructed via dynamic convolutions whose weights are conditioned on instance kernels. The whole pipeline is instantiated with a dynamic kernel network (DKNet). Results show that DKNet outperforms the state of the arts on both ScanNetV2 and S3DIS datasets with better instance localization. Code is available: https://github.com/W1zheng/DKNet.
Moving Object Detection (MOD) is a fundamental step for many computer vision applications. MOD becomes very challenging when a video sequence captured from a static or moving camera suffers from the challenges: camouflage, shadow, dynamic backgrounds, and lighting variations, to name a few. Deep learning methods have been successfully applied to address MOD with competitive performance. However, in order to handle the overfitting problem, deep learning methods require a large amount of labeled data which is a laborious task as exhaustive annotations are always not available. Moreover, some MOD deep learning methods show performance degradation in the presence of unseen video sequences because the testing and training splits of the same sequences are involved during the network learning process. In this work, we pose the problem of MOD as a node classification problem using Graph Convolutional Neural Networks (GCNNs). Our algorithm, dubbed as GraphMOD-Net, encompasses instance segmentation, background initialization, feature extraction, and graph construction. GraphMOD-Net is tested on unseen videos and outperforms state-of-the-art methods in unsupervised, semi-supervised, and supervised learning in several challenges of the Change Detection 2014 (CDNet2014) and UCSD background subtraction datasets.
Microscopy imaging techniques are instrumental for characterization and analysis of biological structures. As these techniques typically render 3D visualization of cells by stacking 2D projections, issues such as out-of-plane excitation and low resolution in the $z$-axis may pose challenges (even for human experts) to detect individual cells in 3D volumes as these non-overlapping cells may appear as overlapping. In this work, we introduce a comprehensive method for accurate 3D instance segmentation of cells in the brain tissue. The proposed method combines the 2D YOLO detection method with a multi-view fusion algorithm to construct a 3D localization of the cells. Next, the 3D bounding boxes along with the data volume are input to a 3D U-Net network that is designed to segment the primary cell in each 3D bounding box, and in turn, to carry out instance segmentation of cells in the entire volume. The promising performance of the proposed method is shown in comparison with some current deep learning-based 3D instance segmentation methods.
In this paper, we address the challenging problem of 3D concept grounding (i.e. segmenting and learning visual concepts) by looking at RGBD images and reasoning about paired questions and answers. Existing visual reasoning approaches typically utilize supervised methods to extract 2D segmentation masks on which concepts are grounded. In contrast, humans are capable of grounding concepts on the underlying 3D representation of images. However, traditionally inferred 3D representations (e.g., point clouds, voxelgrids, and meshes) cannot capture continuous 3D features flexibly, thus making it challenging to ground concepts to 3D regions based on the language description of the object being referred to. To address both issues, we propose to leverage the continuous, differentiable nature of neural fields to segment and learn concepts. Specifically, each 3D coordinate in a scene is represented as a high-dimensional descriptor. Concept grounding can then be performed by computing the similarity between the descriptor vector of a 3D coordinate and the vector embedding of a language concept, which enables segmentations and concept learning to be jointly learned on neural fields in a differentiable fashion. As a result, both 3D semantic and instance segmentations can emerge directly from question answering supervision using a set of defined neural operators on top of neural fields (e.g., filtering and counting). Experimental results show that our proposed framework outperforms unsupervised/language-mediated segmentation models on semantic and instance segmentation tasks, as well as outperforms existing models on the challenging 3D aware visual reasoning tasks. Furthermore, our framework can generalize well to unseen shape categories and real scans.