This work focuses on unsupervised 3D gaze estimation. Specifically, we adopt a learning-by-synthesis approach that trains a gaze prediction model using simulated data. Unlike existing methods that lack explicit and accurate control over facial images-particularly the eye regions-we propose a geometrically meaningful 3D representation that enables diverse, precise, and explicit control over illumination, eye regions, and gaze targets using only facial images. Given a sequence of facial images, our method constructs a mesh representation where each mesh is associated with 3D Gaussians, enabling explicit lighting control. To further enhance realism, we introduce eye-focused constraints, including a rotation symmetry protocol, as well as geometry and appearance losses for the eye regions, alongside conventional learning objectives. Additionally, we incorporate a virtual screen target and rotate the eyeballs accordingly, generating more accurate pseudo gaze directions paired with realistic facial images. We validate our approach through extensive experiments on three benchmarks. The results demonstrate that our trained gaze estimators outperform all unsupervised baselines and achieve performance comparable to crossdataset approaches. Furthermore, our method generates the most visually realistic images, as confirmed by both objective and subjective image quality metrics. Our code is available at https://github.com/ATinyBites/ControllableGaze.
This work focuses on the active learning in video captioning. In particular, we propose to address the learnability problem in active learning, which has been brought up by collective outliers in video captioning and neglected in the literature. To start with, we conduct a comprehensive study of collective outliers, exploring their hard-to-learn property and concluding that ground truth inconsistency is one of the main causes. Motivated by this, we design a novel active learning algorithm that takes three complementary aspects, namely learnability, diversity, and uncertainty, into account. Ideally, learnability is reflected by ground truth consistency. Under the active learning scenario where ground truths are not available until human involvement, we measure the consistency on estimated ground truths, where predictions from off-the-shelf models are utilized as approximations to ground truths. These predictions are further used to estimate sample frequency and reliability, evincing the diversity and uncertainty respectively. With the help of our novel caption-wise active learning protocol, our algorithm is capable of leveraging knowledge from humans in a more effective yet intellectual manner. Results on publicly available video captioning datasets with diverse video captioning models demonstrate that our algorithm outperforms SOTA active learning methods by a large margin, e.g. we achieve about 103% of full performance on CIDEr with 25% of human annotations on MSR-VTT.
Adversarial attacks aim to perturb images such that a predictor outputs incorrect results. Due to the limited research in structured attacks, imposing consistency checks on natural multi-object scenes is a practical defense against conventional adversarial attacks. More desired attacks should be able to fool defenses with such consistency checks. Therefore, we present the first approach GLOW that copes with various attack requests by generating global layout-aware adversar-ial attacks, in which both categorical and geometric layout constraints are explicitly established. Specifically, we focus on object detection tasks and given a victim image, GLOW first localizes victim objects according to target labels. And then it generates multiple attack plans, together with their context-consistency scores. GLOW, on the one hand, is ca-pable of handling various types of requests, including single or multiple victim objects, with or without specified victim objects. On the other hand, it produces a consistency score for each attack plan, reflecting the overall contextual consistency that both semantic category and global scene layout are considered. We conduct our experiments on MS COCO and Pascal. Extensive experimental results demonstrate that we can achieve about 30% average relative improvement compared to state-of-the-art methods in conventional single object attack request; Moreover, such superiority is also valid across more generic attack requests, under both white-box and zero-query black-box settings. Finally, we conduct comprehensive human analysis, which not only validates our claim further but also provides strong evidence that our evaluation metrics reflect human reviews well.
This work aims to address the multi-view perspective RGB generation from text prompts given Bird-Eye-View(BEV) semantics. Unlike prior methods that neglect layout consistency, lack the ability to handle detailed text prompts, or are incapable of generalizing to unseen view points, MVPbev simultaneously generates cross-view consistent images of different perspective views with a two-stage design, allowing object-level control and novel view generation at test-time. Specifically, MVPbev firstly projects given BEV semantics to perspective view with camera parameters, empowering the model to generalize to unseen view points. Then we introduce a multi-view attention module where special initialization and de-noising processes are introduced to explicitly enforce local consistency among overlapping views w.r.t. cross-view homography. Last but not least, MVPbev further allows test-time instance-level controllability by refining a pre-trained text-to-image diffusion model. Our extensive experiments on NuScenes demonstrate that our method is capable of generating high-resolution photorealistic images from text descriptions with thousands of training samples, surpassing the state-of-the-art methods under various evaluation metrics. We further demonstrate the advances of our method in terms of generalizability and controllability with the help of novel evaluation metrics and comprehensive human analysis.
Convolutional Neural Networks (CNNs) are vulnerable to adversarial attacks in which visually imperceptible perturbations can deceive CNN-based models. While current research on adversarial attacks in single object tracking exists, it overlooks a critical aspect of manipulating predicted trajectories to follow user-defined paths regardless of the actual location of the targeted object. To address this, we propose the very first white-box attack algorithm that is capable of deceiving victim trackers by compelling them to generate trajectories that adhere to predetermined counterfeit paths. Specifically, we focus on Siamese-based trackers as our victim models. Given an arbitrary counterfeit path, we first decompose it into discrete target locations in each frame, with the assumption of constant velocity. These locations are converted to heatmap anchors, which represent the offset of their location from the target object's location in the previous frame. Later on, we design a novel loss function to minimize the gap between above-mentioned anchors and our predicted ones. Finally, the gradients computed by such loss are used to update the original video, resulting in our adversarial video. To validate our ideas, we design three sets of counterfeit paths as well as novel evaluation metrics to measure the path-following properties. Experiments with two victim models on three publicly available datasets, OTB100, VOT2018, and VOT2016, demonstrate that our algorithm not only outperforms SOTA methods significantly under conventional evaluation metrics, e.g. 90% and 68.4% precision and successful rate drop on OTB100, but also follows the counterfeit paths well, which is beyond any existing attack methods. The source code is available at https://github.com/loushengtao/Follow-me.
Conventional video captioning methods are either stage-wise or simple end-to-end. While the former might introduce additional noise when exploiting off-the-shelf models to provide extra information, the latter suffers from lacking high-level cues. Therefore, a more desired framework should be able to capture multi-aspects of videos consistently. To this end, we present a concept-aware and task-specific model named CAT that accounts for both low-level visual and high-level concept cues, and incorporates them effectively in an end-to-end manner. Specifically, low-level visual and high-level concept features are obtained from the video transformer and concept parser of CAT. And a concept loss is further introduced to regularize the learning process of concept parser w.r.t. generated pseudo ground truth. To combine multi-level features, a caption transformer is later introduced in CAT, where visual and concept features are the inputs and caption is its output. In particular, we make critical design choices in the caption transformer to learn to exploit these cues with a multi-modal graph. This is achieved by a graph loss that enforces effective learning of intra and inter correlations between multi-level cues. Extensive experiments on three benchmark datasets demonstrate that CAT achieves 2.3 and 0.7 improvements in the CIDEr metric on MSVD and MSR-VTT compared to the state-of-the-art method SwinBERT and also achieves a competitive result on VATEX.
We propose a novel method on refining cross-person gaze prediction task with eye/face images only by explicitly modelling the person-specific differences. Specifically, we first assume that we can obtain some initial gaze prediction results with existing method, which we refer to as InitNet, and then introduce three modules, the Validity Module (VM), Self- Calibration (SC) and Person-specific Transform (PT) module. By predicting the reliability of current eye/face images, VM is able to identify invalid samples, e.g. eye blinking images, and reduce their effects in modelling process. SC and PT module then learn to compensate for the differences on valid samples only. The former models the translation offsets by bridging the gap between initial predictions and dataset-wise distribution. And the later learns more general person-specific transformation by incorporating the information from existing initial predictions of the same person. We validate our ideas on three publicly available datasets, EVE, XGaze, and MPIIGaze dataset. We demonstrate that our proposed method outperforms the SOTA methods significantly on all of them, e.g. respectively 21.7%, 36.0%, and 32.9% relative performance improvements. We are the winner of the GAZE 2021 EVE Challenge and our code can be found here https://github.com/bjj9/EVE_SCPT.
This paper aims to address the single image gaze target detection problem. Conventional methods either focus on 2D visual cues or exploit additional depth information in a very coarse manner. In this work, we propose to explicitly and effectively model 3D geometry under challenging scenario where only 2D annotations are available. We first obtain 3D point clouds of given scene with estimated depth and reference objects. Then we figure out the front-most points in all possible 3D directions of given person. These points are later leveraged in our ESCNet model. Specifically, ESCNet consists of geometry and scene parsing modules. The former produces an initial heatmap inferring the probability that each front-most point has been looking at according to estimated 3D gaze direction. And the latter further explores scene contextual cues to regulate detection results. We validate our idea on two publicly available dataset, GazeFollow and VideoAttentionTarget, and demon-strate the state-of-the-art performance. Our method also beats the human in terms of AUC on GazeFollow. Our code can be found here https://github.com/bjj9/ESCNet.