We introduce FlexCap, a vision-language model that generates region-specific descriptions of varying lengths. FlexCap is trained to produce length-conditioned captions for input boxes, enabling control over information density, with descriptions ranging from concise object labels to detailed captions. To achieve this, we create large-scale training datasets of image region descriptions with varying lengths from captioned web images. We demonstrate FlexCap's effectiveness in several applications: first, it achieves strong performance in dense captioning tasks on the Visual Genome dataset. Second, we show how FlexCap's localized descriptions can serve as input to a large language model to create a visual question answering (VQA) system, achieving state-of-the-art zero-shot performance on multiple VQA benchmarks. Our experiments illustrate FlexCap's utility for tasks including image labeling, object attribute recognition, and visual dialog. Project webpage: https://flex-cap.github.io .
3D hand-object interaction data is scarce due to the hardware constraints in scaling up the data collection process. In this paper, we propose HOIDiffusion for generating realistic and diverse 3D hand-object interaction data. Our model is a conditional diffusion model that takes both the 3D hand-object geometric structure and text description as inputs for image synthesis. This offers a more controllable and realistic synthesis as we can specify the structure and style inputs in a disentangled manner. HOIDiffusion is trained by leveraging a diffusion model pre-trained on large-scale natural images and a few 3D human demonstrations. Beyond controllable image synthesis, we adopt the generated 3D data for learning 6D object pose estimation and show its effectiveness in improving perception systems. Project page: https://mq-zhang1.github.io/HOIDiffusion
A first-principle single-object model is proposed for pedestrian tracking. It is assumed that the extent of the moving object can be described via known statistics in 3D, such as pedestrian height. The proposed model thus need not constrain the object motion in 3D to a common ground plane, which is usual in 3D visual tracking applications. A nonlinear filter for this model is implemented using the unscented Kalman filter (UKF) and tested using the publicly available MOT-17 dataset. The proposed solution yields promising results in 3D while maintaining perfect results when projected into the 2D image. Moreover, the estimation error covariance matches the true one. Unlike conventional methods, the introduced model parameters have convenient meaning and can readily be adjusted for a problem.
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.
In this paper, we address the challenge of multi-object tracking (MOT) in moving Unmanned Aerial Vehicle (UAV) scenarios, where irregular flight trajectories, such as hovering, turning left/right, and moving up/down, lead to significantly greater complexity compared to fixed-camera MOT. Specifically, changes in the scene background not only render traditional frame-to-frame object IOU association methods ineffective but also introduce significant view shifts in the objects, which complicates tracking. To overcome these issues, we propose a novel universal HomView-MOT framework, which for the first time, harnesses the view Homography inherent in changing scenes to solve MOT challenges in moving environments, incorporating Homographic Matching and View-Centric concepts. We introduce a Fast Homography Estimation (FHE) algorithm for rapid computation of Homography matrices between video frames, enabling object View-Centric ID Learning (VCIL) and leveraging multi-view Homography to learn cross-view ID features. Concurrently, our Homographic Matching Filter (HMF) maps object bounding boxes from different frames onto a common view plane for a more realistic physical IOU association. Extensive experiments have proven that these innovations allow HomView-MOT to achieve state-of-the-art performance on prominent UAV MOT datasets VisDrone and UAVDT.
The task of searching for visual objects in a large image dataset is difficult because it requires efficient matching and accurate localization of objects that can vary in size. Although the segment anything model (SAM) offers a potential solution for extracting object spatial context, learning embeddings for local objects remains a challenging problem. This paper presents a novel unsupervised deep metric learning approach, termed unsupervised collaborative metric learning with mixed-scale groups (MS-UGCML), devised to learn embeddings for objects of varying scales. Following this, a benchmark of challenges is assembled by utilizing COCO 2017 and VOC 2007 datasets to facilitate the training and evaluation of general object retrieval models. Finally, we conduct comprehensive ablation studies and discuss the complexities faced within the domain of general object retrieval. Our object retrieval evaluations span a range of datasets, including BelgaLogos, Visual Genome, LVIS, in addition to a challenging evaluation set that we have individually assembled for open-vocabulary evaluation. These comprehensive evaluations effectively highlight the robustness of our unsupervised MS-UGCML approach, with an object level and image level mAPs improvement of up to 6.69% and 10.03%, respectively. The code is publicly available at https://github.com/dengyuhai/MS-UGCML.
Generative object compositing emerges as a promising new avenue for compositional image editing. However, the requirement of object identity preservation poses a significant challenge, limiting practical usage of most existing methods. In response, this paper introduces IMPRINT, a novel diffusion-based generative model trained with a two-stage learning framework that decouples learning of identity preservation from that of compositing. The first stage is targeted for context-agnostic, identity-preserving pretraining of the object encoder, enabling the encoder to learn an embedding that is both view-invariant and conducive to enhanced detail preservation. The subsequent stage leverages this representation to learn seamless harmonization of the object composited to the background. In addition, IMPRINT incorporates a shape-guidance mechanism offering user-directed control over the compositing process. Extensive experiments demonstrate that IMPRINT significantly outperforms existing methods and various baselines on identity preservation and composition quality.
Recognising the characteristics of objects while a robot handles them is crucial for adjusting motions that ensure stable and efficient interactions with containers. Ahead of realising stable and efficient robot motions for handling/transferring the containers, this work aims to recognise the latent unobservable object characteristics. While vision is commonly used for object recognition by robots, it is ineffective for detecting hidden objects. However, recognising objects indirectly using other sensors is a challenging task. To address this challenge, we propose a cross-modal transfer learning approach from vision to haptic-audio. We initially train the model with vision, directly observing the target object. Subsequently, we transfer the latent space learned from vision to a second module, trained only with haptic-audio and motor data. This transfer learning framework facilitates the representation of object characteristics using indirect sensor data, thereby improving recognition accuracy. For evaluating the recognition accuracy of our proposed learning framework we selected shape, position, and orientation as the object characteristics. Finally, we demonstrate online recognition of both trained and untrained objects using the humanoid robot Nextage Open.
This paper introduces GS-Pose, a unified framework for localizing and estimating the 6D pose of novel objects. GS-Pose begins with a set of posed RGB images of a previously unseen object and builds three distinct representations stored in a database. At inference, GS-Pose operates sequentially by locating the object in the input image, estimating its initial 6D pose using a retrieval approach, and refining the pose with a render-and-compare method. The key insight is the application of the appropriate object representation at each stage of the process. In particular, for the refinement step, we leverage 3D Gaussian splatting, a novel differentiable rendering technique that offers high rendering speed and relatively low optimization time. Off-the-shelf toolchains and commodity hardware, such as mobile phones, can be used to capture new objects to be added to the database. Extensive evaluations on the LINEMOD and OnePose-LowTexture datasets demonstrate excellent performance, establishing the new state-of-the-art. Project page: https://dingdingcai.github.io/gs-pose.
Storing intermediate frame segmentations as memory for long-range context modeling, spatial-temporal memory-based methods have recently showcased impressive results in semi-supervised video object segmentation (SVOS). However, these methods face two key limitations: 1) relying on non-local pixel-level matching to read memory, resulting in noisy retrieved features for segmentation; 2) segmenting each object independently without interaction. These shortcomings make the memory-based methods struggle in similar object and multi-object segmentation. To address these issues, we propose a query modulation method, termed QMVOS. This method summarizes object features into dynamic queries and then treats them as dynamic filters for mask prediction, thereby providing high-level descriptions and object-level perception for the model. Efficient and effective multi-object interactions are realized through inter-query attention. Extensive experiments demonstrate that our method can bring significant improvements to the memory-based SVOS method and achieve competitive performance on standard SVOS benchmarks. The code is available at https://github.com/zht8506/QMVOS.
Despite the progress of learning-based methods for 6D object pose estimation, the trade-off between accuracy and scalability for novel objects still exists. Specifically, previous methods for novel objects do not make good use of the target object's 3D shape information since they focus on generalization by processing the shape indirectly, making them less effective. We present GenFlow, an approach that enables both accuracy and generalization to novel objects with the guidance of the target object's shape. Our method predicts optical flow between the rendered image and the observed image and refines the 6D pose iteratively. It boosts the performance by a constraint of the 3D shape and the generalizable geometric knowledge learned from an end-to-end differentiable system. We further improve our model by designing a cascade network architecture to exploit the multi-scale correlations and coarse-to-fine refinement. GenFlow ranked first on the unseen object pose estimation benchmarks in both the RGB and RGB-D cases. It also achieves performance competitive with existing state-of-the-art methods for the seen object pose estimation without any fine-tuning.
Recently, circle representation has been introduced for medical imaging, designed specifically to enhance the detection of instance objects that are spherically shaped (e.g., cells, glomeruli, and nuclei). Given its outstanding effectiveness in instance detection, it is compelling to consider the application of circle representation for segmenting instance medical objects. In this study, we introduce CircleSnake, a simple end-to-end segmentation approach that utilizes circle contour deformation for segmenting ball-shaped medical objects at the instance level. The innovation of CircleSnake lies in these three areas: (1) It substitutes the complex bounding box-to-octagon contour transformation with a more consistent and rotation-invariant bounding circle-to-circle contour adaptation. This adaptation specifically targets ball-shaped medical objects. (2) The circle representation employed in CircleSnake significantly reduces the degrees of freedom to two, compared to eight in the octagon representation. This reduction enhances both the robustness of the segmentation performance and the rotational consistency of the method. (3) CircleSnake is the first end-to-end deep instance segmentation pipeline to incorporate circle representation, encompassing consistent circle detection, circle contour proposal, and circular convolution in a unified framework. This integration is achieved through the novel application of circular graph convolution within the context of circle detection and instance segmentation. In practical applications, such as the detection of glomeruli, nuclei, and eosinophils in pathological images, CircleSnake has demonstrated superior performance and greater rotation invariance when compared to benchmarks. The code has been made publicly available: https://github.com/hrlblab/CircleSnake.
It is desirable to create 3D object models and 3D maps from 2D input images for applications such as navigation, virtual tourism, and urban planning. The traditional methods of creating 3D maps, (such as photogrammetry), require a large number of images and odometry. Additionally, traditional methods have difficulty with reflective surfaces and specular reflections; windows and chrome in the scene can be problematic. Google Road View is a familiar application, which uses traditional methods to fuse a collection of 2D input images into the illusion of a 3D map. However, Google Road View does not create an actual 3D object model, only a collection of views. The objective of this work is to create an actual 3D object model using updated techniques. Neural Radiance Fields (NeRF[1]) has emerged as a potential solution, offering the capability to produce more precise and intricate 3D maps. Gaussian Splatting[4] is another contemporary technique. This investigation compares Neural Radiance Fields to Gaussian Splatting, and describes some of their inner workings. Our primary contribution is a method for improving the results of the 3D reconstructed models. Our results indicate that Gaussian Splatting was superior to the NeRF technique.
Interactions between human and objects are influenced not only by the object's pose and shape, but also by physical attributes such as object mass and surface friction. They introduce important motion nuances that are essential for diversity and realism. Despite advancements in recent human-object interaction methods, this aspect has been overlooked. Generating nuanced human motion presents two challenges. First, it is non-trivial to learn from multi-modal human and object information derived from both the physical and non-physical attributes. Second, there exists no dataset capturing nuanced human interactions with objects of varying physical properties, hampering model development. This work addresses the gap by introducing the FORCE model, an approach for synthesizing diverse, nuanced human-object interactions by modeling physical attributes. Our key insight is that human motion is dictated by the interrelation between the force exerted by the human and the perceived resistance. Guided by a novel intuitive physics encoding, the model captures the interplay between human force and resistance. Experiments also demonstrate incorporating human force facilitates learning multi-class motion. Accompanying our model, we contribute a dataset, which features diverse, different-styled motion through interactions with varying resistances.
This paper addresses new methodologies to deal with the challenging task of generating dynamic Human-Object Interactions from textual descriptions (Text2HOI). While most existing works assume interactions with limited body parts or static objects, our task involves addressing the variation in human motion, the diversity of object shapes, and the semantic vagueness of object motion simultaneously. To tackle this, we propose a novel Text-guided Human-Object Interaction diffusion model with Relation Intervention (THOR). THOR is a cohesive diffusion model equipped with a relation intervention mechanism. In each diffusion step, we initiate text-guided human and object motion and then leverage human-object relations to intervene in object motion. This intervention enhances the spatial-temporal relations between humans and objects, with human-centric interaction representation providing additional guidance for synthesizing consistent motion from text. To achieve more reasonable and realistic results, interaction losses is introduced at different levels of motion granularity. Moreover, we construct Text-BEHAVE, a Text2HOI dataset that seamlessly integrates textual descriptions with the currently largest publicly available 3D HOI dataset. Both quantitative and qualitative experiments demonstrate the effectiveness of our proposed model.
The complex dynamicity of open-world objects presents non-negligible challenges for multi-object tracking (MOT), often manifested as severe deformations, fast motion, and occlusions. Most methods that solely depend on coarse-grained object cues, such as boxes and the overall appearance of the object, are susceptible to degradation due to distorted internal relationships of dynamic objects. To address this problem, this work proposes NetTrack, an efficient, generic, and affordable tracking framework to introduce fine-grained learning that is robust to dynamicity. Specifically, NetTrack constructs a dynamicity-aware association with a fine-grained Net, leveraging point-level visual cues. Correspondingly, a fine-grained sampler and matching method have been incorporated. Furthermore, NetTrack learns object-text correspondence for fine-grained localization. To evaluate MOT in extremely dynamic open-world scenarios, a bird flock tracking (BFT) dataset is constructed, which exhibits high dynamicity with diverse species and open-world scenarios. Comprehensive evaluation on BFT validates the effectiveness of fine-grained learning on object dynamicity, and thorough transfer experiments on challenging open-world benchmarks, i.e., TAO, TAO-OW, AnimalTrack, and GMOT-40, validate the strong generalization ability of NetTrack even without finetuning. Project page: https://george-zhuang.github.io/nettrack/.
Oriented object detection, an emerging task in recent years, aims to identify and locate objects across varied orientations. This requires the detector to accurately capture the orientation information, which varies significantly within and across images. Despite the existing substantial efforts, simultaneously ensuring model effectiveness and parameter efficiency remains challenging in this scenario. In this paper, we propose a lightweight yet effective Group-wise Rotating and Attention (GRA) module to replace the convolution operations in backbone networks for oriented object detection. GRA can adaptively capture fine-grained features of objects with diverse orientations, comprising two key components: Group-wise Rotating and Group-wise Attention. Group-wise Rotating first divides the convolution kernel into groups, where each group extracts different object features by rotating at a specific angle according to the object orientation. Subsequently, Group-wise Attention is employed to adaptively enhance the object-related regions in the feature. The collaborative effort of these components enables GRA to effectively capture the various orientation information while maintaining parameter efficiency. Extensive experimental results demonstrate the superiority of our method. For example, GRA achieves a new state-of-the-art (SOTA) on the DOTA-v2.0 benchmark, while saving the parameters by nearly 50% compared to the previous SOTA method. Code will be released.
In modern video coding standards, block-based inter prediction is widely adopted, which brings high compression efficiency. However, in natural videos, there are usually multiple moving objects of arbitrary shapes, resulting in complex motion fields that are difficult to represent compactly. This problem has been tackled by more flexible block partitioning methods in the Versatile Video Coding (VVC) standard, but the more flexible partitions require more overhead bits to signal and still cannot be made arbitrarily shaped. To address this limitation, we propose an object segmentation-assisted inter prediction method (SAIP), where objects in the reference frames are segmented by some advanced technologies. With a proper indication, the object segmentation mask is translated from the reference frame to the current frame as the arbitrary-shaped partition of different regions without any extra signal. Using the segmentation mask, motion compensation is separately performed for different regions, achieving higher prediction accuracy. The segmentation mask is further used to code the motion vectors of different regions more efficiently. Moreover, the segmentation mask is considered in the joint rate-distortion optimization for motion estimation and partition estimation to derive the motion vector of different regions and partition more accurately. The proposed method is implemented into the VVC reference software, VTM version 12.0. Experimental results show that the proposed method achieves up to 1.98%, 1.14%, 0.79%, and on average 0.82%, 0.49%, 0.37% BD-rate reduction for common test sequences, under the Low-delay P, Low-delay B, and Random Access configurations, respectively.
We study zero-shot instance navigation, in which the agent navigates to a specific object without using object annotations for training. Previous object navigation approaches apply the image-goal navigation (ImageNav) task (go to the location of an image) for pretraining, and transfer the agent to achieve object goals using a vision-language model. However, these approaches lead to issues of semantic neglect, where the model fails to learn meaningful semantic alignments. In this paper, we propose a Prioritized Semantic Learning (PSL) method to improve the semantic understanding ability of navigation agents. Specifically, a semantic-enhanced PSL agent is proposed and a prioritized semantic training strategy is introduced to select goal images that exhibit clear semantic supervision and relax the reward function from strict exact view matching. At inference time, a semantic expansion inference scheme is designed to preserve the same granularity level of the goal semantic as training. Furthermore, for the popular HM3D environment, we present an Instance Navigation (InstanceNav) task that requires going to a specific object instance with detailed descriptions, as opposed to the Object Navigation (ObjectNav) task where the goal is defined merely by the object category. Our PSL agent outperforms the previous state-of-the-art by 66% on zero-shot ObjectNav in terms of success rate and is also superior on the new InstanceNav task. Code will be released at https://github.com/XinyuSun/PSL-InstanceNav.
Multi-class multi-instance segmentation is the task of identifying masks for multiple object classes and multiple instances of the same class within an image. The foundational Segment Anything Model (SAM) is designed for promptable multi-class multi-instance segmentation but tends to output part or sub-part masks in the "everything" mode for various real-world applications. Whole object segmentation masks play a crucial role for indoor scene understanding, especially in robotics applications. We propose a new domain invariant Real-to-Simulation (Real-Sim) fine-tuning strategy for SAM. We use object images and ground truth data collected from Ai2Thor simulator during fine-tuning (real-to-sim). To allow our Segment Any Object Model (SAOM) to work in the "everything" mode, we propose the novel nearest neighbour assignment method, updating point embeddings for each ground-truth mask. SAOM is evaluated on our own dataset collected from Ai2Thor simulator. SAOM significantly improves on SAM, with a 28% increase in mIoU and a 25% increase in mAcc for 54 frequently-seen indoor object classes. Moreover, our Real-to-Simulation fine-tuning strategy demonstrates promising generalization performance in real environments without being trained on the real-world data (sim-to-real). The dataset and the code will be released after publication.