Deep learning algorithms for object classification and 3D object pose estimation lack robustness to out-of-distribution factors such as synthetic stimuli, changes in weather conditions, and partial occlusion. Recently, a class of Neural Mesh Models have been developed where objects are represented in terms of 3D meshes with learned features at the vertices. These models have shown robustness in small-scale settings, involving 10 objects, but it is unclear that they can be scaled up to 100s of object classes. The main problem is that their training involves contrastive learning among the vertices of all object classes, which scales quadratically with the number of classes. We present a strategy which exploits the compositionality of the objects, i.e. the independence of the feature vectors of the vertices, which greatly reduces the training time while also improving the performance of the algorithms. We first restructure the per-vertex contrastive learning into contrasting within class and between classes. Then we propose a process that dynamically decouples the contrast between classes which are rarely confused, and enhances the contrast between the vertices of classes that are most confused. Our large-scale 3D compositional model not only achieves state-of-the-art performance on the task of predicting classification and pose estimation simultaneously, surpassing Neural Mesh Models and standard DNNs, but is also more robust to out-of-distribution testing including occlusion, weather conditions, synthetic data, and generalization to unknown classes.
Estimates of microactivity (e.g., hand- and object-to-mouth contact) frequencies are essential for modeling children’s environmental exposures but are challenging to obtain due to the time and human costs of manually labeling behaviors from pre-recorded videos. We aim to develop and evaluate a computer vision model to quantify microactivities for young children. The vision model was trained and validated using video footage (collected via four concurrent Go-Pro cameras) of 25 children 6–18 months playing in their homes in Baltimore, MD. We leveraged computer vision techniques to develop an algorithm to assess children’s pose by identifying and tracking 3D key points (e.g., locations of children’s eyes, hands, wrists, elbows, etc.). We enabled automatic measurement to track the distance between the child’s hands and mouth in every video frame. When the distance reached a minimum threshold, the model logged a “contact event.” We compared the timing and number of events for three microactivities (left- and right-hand-to-mouth, and object-to-mouth) yielded by the vision model to the outputs from comparable human behavioral coding. Our method recognizes children’s microactivities. The timing and number of contact events detected were accurate (96–99
This paper introduces Camera-free Diffusion (CamFreeDiff) model for 360. image outpainting from a single camera-free image and text description. This method distinguishes itself from existing strategies, such as MVDiffusion, by eliminating the requirement for predefined camera poses. CamFreeDiff seamlessly incorporates a mechanism for predicting homography within the multi-view diffusion framework. The key component of our approach is to formulate camera estimation by directly predicting the homography transformation from the input view to the predefined canonical view. In contrast to the direct two-stage approach of image transformation and outpainting, CamFreeDiff utilizes predicted homography to establish point-level correspondences between the input view and the target panoramic view. This enables consistency through correspondence-aware attention, which is learned in a fully differentiable manner. Qualitative and quantitative experimental results demonstrate the strong robustness and performance of CamFreeDiff for 360. image outpainting in the challenging context of camera-free inputs.
Diffusion models have emerged as a powerful method of generative modeling across a range of fields, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose a simple yet effective method that incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods across multiple benchmarks, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B and 3.5 percentage points on PASCAL3D+ & ObjectNet3D using NeMo.
Score distillation sampling (SDS) and its variants have greatly boosted the development of text-to-3D generation, but are vulnerable to geometry collapse and poor textures yet. To solve this issue, we first deeply analyze the SDS and find that its distillation sampling process indeed corresponds to the trajectory sampling of a stochastic differential equation (SDE): SDS samples along an SDE trajectory to yield a less noisy sample which then serves as a guidance to optimize a 3D model. However, the randomness in SDE sampling often leads to a diverse and unpredictable sample which is not always less noisy, and thus is not a consistently correct guidance, explaining the vulnerability of SDS. Since for any SDE, there always exists an ordinary differential equation (ODE) whose trajectory sampling can deterministically and consistently converge to the desired target point as the SDE, we propose a novel and effective "Consistent3D" method that explores the ODE deterministic sampling prior for text-to-3D generation. Specifically, at each training iteration, given a rendered image by a 3D model, we first estimate its desired 3D score function by a pre-trained 2D diffusion model, and build an ODE for trajectory sampling. Next, we design a consistency distillation sampling loss which samples along the ODE trajectory to generate two adjacent samples and uses the less noisy sample to guide another more noisy one for distilling the deterministic prior into the 3D model. Experimental results show the efficacy of our Consistent3D in generating high-fidelity and diverse 3D objects and large-scale scenes, as shown in Fig. 1. The codes are available at https://github.com/sail-sg/Consistent3D.
Obtaining accurate 3D object poses is vital for numerous computer vision applications, such as 3D reconstruction and scene understanding. However, annotating real-world objects is time-consuming and challenging. While synthetically generated training data is a viable alternative, the domain shift between real and synthetic data is a significant challenge. In this work, we aim to narrow the performance gap between models trained on synthetic data and few real images and fully supervised models trained on large-scale data. We achieve this by approaching the problem from two perspectives: 1) We introduce SyntheticP3D, a new synthetic dataset for object pose estimation generated from CAD models and enhanced with a novel algorithm. 2) We propose a novel approach (CC3D) for training neural mesh models that perform pose estimation via inverse rendering. In particular, we exploit the spatial relationships between features on the mesh surface and a contrastive learning scheme to guide the domain adaptation process. Combined, these two approaches enable our models to perform competitively with state-of-the-art models using only 10% of the respective real training images, while outperforming the SOTA model by 10.4% with a threshold of pi/18 using only 50% of the real training data. Our trained model further demonstrates robust generalization to out-of-distribution scenarios despite being trained with minimal real data.
Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories~(e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B. Our code is available at
This paper presents MOAT, a family of neural networks that build on top of MObile convolution (i.e., inverted residual blocks) and ATtention. Unlike the current works that stack separate mobile convolution and transformer blocks, we effectively merge them into a MOAT block. Starting with a standard Transformer block, we replace its multi-layer perceptron with a mobile convolution block, and further reorder it before the self-attention operation. The mobile convolution block not only enhances the network representation capacity, but also produces better downsampled features. Our conceptually simple MOAT networks are surprisingly effective, achieving 89.1% / 81.5% top-1 accuracy on ImageNet-1K / ImageNet-1K-V2 with ImageNet22K pretraining. Additionally, MOAT can be seamlessly applied to downstream tasks that require large resolution inputs by simply converting the global attention to window attention. Thanks to the mobile convolution that effectively exchanges local information between pixels (and thus cross-windows), MOAT does not need the extra window-shifting mechanism. As a result, on COCO object detection, MOAT achieves 59.2% box AP with 227M model parameters (single-scale inference, and hard NMS), and on ADE20K semantic segmentation, MOAT attains 57.6% mIoU with 496M model parameters (single-scale inference). Finally, the tiny-MOAT family, obtained by simply reducing the channel sizes, also surprisingly outperforms several mobile-specific transformer-based models on ImageNet. The tiny-MOAT family is also benchmarked on downstream tasks, serving as a baseline for the community. We hope our simple yet effective MOAT will inspire more seamless integration of convolution and self-attention. Code is publicly available.
Accurately estimating the 3D pose and shape is an essential step towards understanding animal behavior, and can potentially benefit many downstream applications, such as wildlife conservation. However, research in this area is held back by the lack of a comprehensive and diverse dataset with high-quality 3D pose and shape annotations. In this paper, we propose Animal3D, the first comprehensive dataset for mammal animal 3D pose and shape estimation. Animal3D consists of 3379 images collected from 40 mammal species, high-quality annotations of 26 keypoints, and importantly the pose and shape parameters of the SMAL model. All annotations were labeled and checked manually in a multi-stage process to ensure highest quality results. Based on the Animal3D dataset, we benchmark representative shape and pose estimation models at: (1) supervised learning from only the Animal3D data, (2) synthetic to real transfer from synthetically generated images, and (3) fine-tuning human pose and shape estimation models. Our experimental results demonstrate that predicting the 3D shape and pose of animals across species remains a very challenging task, despite significant advances in human pose estimation. Our results further demonstrate that synthetic pre-training is a viable strategy to boost the model performance. Overall, Animal3D opens new directions for facilitating future research in animal 3D pose and shape estimation, and is publicly available.
Part segmentations provide a rich and detailed part-level description of objects. However, their annotation requires an enormous amount of work, which makes it difficult to apply standard deep learning methods. In this paper, we propose the idea of learning part segmentation through unsupervised domain adaptation (UDA) from synthetic data. We first introduce UDA-Part, a comprehensive part segmentation dataset for vehicles that can serve as an adequate benchmark for UDA 1 1 https://qliu24.github.io/udapart/. In UDA-Part, we label parts on 3D CAD models which enables us to generate a large set of annotated synthetic images. We also annotate parts on a number of real images to provide a real test set. Secondly, to advance the adaptation of part models trained from the synthetic data to the real images, we introduce a new UDA algorithm that leverages the object's spatial structure to guide the adaptation process. Our experimental results on two real test datasets confirm the superiority of our approach over existing works, and demonstrate the promise of learning part segmentation for general objects from synthetic data. We believe our dataset provides a rich testbed to study UDA for part segmentation and will help to significantly push forward research in this area.
It is natural to represent objects in terms of their parts. This has the potential to improve the performance of algorithms for object recognition and segmentation but can also help for downstream tasks like activity recognition. Research on part-based models, however, is hindered by the lack of datasets with per-pixel part annotations. This is partly due to the difficulty and high cost of annotating object parts so it has rarely been done except for humans (where there exists a big literature on part-based models). To help address this problem, we propose PartImageNet, a large, high-quality dataset with part segmentation annotations. It consists of 158 classes from ImageNet with approximately 24, 000 images. PartImageNet is unique because it offers part-level annotations on a general set of classes including non-rigid, articulated objects, while having an order of magnitude larger size compared to existing part datasets (excluding datasets of humans). It can be utilized for many vision tasks including Object Segmentation, Semantic Part Segmentation, Few-shot Learning and Part Discovery. We conduct comprehensive experiments which study these tasks and set up a set of baselines.
The rise of the Internet and identity authentication systems has brought convenience to people's lives but has also introduced the potential risk of privacy leaks. Existing biometric authentication systems based on explicit and static features bear the risk of being attacked by mimicked data. This work proposes a highly efficient biometric authentication system based on transient eye blink signals that are precisely captured by a neuromorphic vision sensor with microsecond-level temporal resolution. The neuromorphic vision sensor only transmits the local pixel-level changes induced by the eye blinks when they occur, which leads to advantageous characteristics such as an ultra-low latency response. We first propose a set of effective biometric features describing the motion, speed, energy and frequency signal of eye blinks based on the microsecond temporal resolution of event densities. We then train the ensemble model and non-ensemble model with our NeuroBiometric dataset for biometrics authentication. The experiments show that our system is able to identify and verify the subjects with the ensemble model at an accuracy of 0.948 and with the non-ensemble model at an accuracy of 0.925. The low false positive rates (about 0.002) and the highly dynamic features are not only hard to reproduce but also avoid recording visible characteristics of a user's appearance. The proposed system sheds light on a new path towards safer authentication using neuromorphic vision sensors.
Part segmentations provide a rich and detailed part-level description of objects, but their annotation requires an enormous amount of work. In this paper, we introduce CGPart, a comprehensive part segmentation dataset that provides detailed annotations on 3D CAD models, synthetic images, and real test images. CGPart includes $21$ 3D CAD models covering $5$ vehicle categories, each with detailed per-mesh part labeling. The average number of parts per category is $24$, which is larger than any existing datasets for part segmentation on vehicle objects. By varying the rendering parameters, we make $168,000$ synthetic images from these CAD models, each with automatically generated part segmentation ground-truth. We also annotate part segmentations on $200$ real images for evaluation purposes. To illustrate the value of CGPart, we apply it to image part segmentation through unsupervised domain adaptation (UDA). We evaluate several baseline methods by adapting top-performing UDA algorithms from related tasks to part segmentation. Moreover, we introduce a new method called Geometric-Matching Guided domain adaptation (GMG), which leverages the spatial object structure to guide the knowledge transfer from the synthetic to the real images. Experimental results demonstrate the advantage of our new algorithm and reveal insights for future improvement. We will release our data and code.
Analyzing complex scenes with Deep Neural Networks is a challenging task, particularly when images contain multiple objects that partially occlude each other. Existing approaches to image analysis mostly process objects independently and do not take into account the relative occlusion of nearby objects. In this paper, we propose a deep network for multi-object instance segmentation that is robust to occlusion and can be trained from bounding box supervision only. Our work builds on Compositional Networks, which learn a generative model of neural feature activations to locate occluders and to classify objects based on their non-occluded parts. We extend their generative model to include multiple objects and introduce a framework for efficient inference in challenging occlusion scenarios. In particular, we obtain feed-forward predictions of the object classes and their instance and occluder segmentations. We introduce an Occlusion Reasoning Module (ORM) that locates erroneous segmentations and estimates the occlusion order to correct them. The improved segmentation masks are, in turn, integrated into the network in a top-down manner to improve the image classification. Our experiments on the KITTI INStance dataset (KINS) and a synthetic occlusion dataset demonstrate the effectiveness and robustness of our model at multi-object instance segmentation under occlusion. Code is publically available at https://github.com/XD7479/Multi-Object-Occlusion.
Self-localization is a key component of autonomous vehicles in urban scenarios. In this work, we proposed a localization system which is based on pole-like objects such as trees and street lamps. Pole-like objects are extracted from 3D LiDAR point cloud using a cluster-based method. Based on the pole detection results, we propose a new map representation which consists of numerous local grid maps. In order to tackle the data association problem caused by the ambiguity of pole-like landmarks, the detected poles are directly transformed to the local grid map to define a cost function without pole-to-pole matching. The subsequent non-linear optimization method is utilized to minimize the cost function and generate the vehicle pose. We evaluate our localization system on our self-collected dataset. And the proposed system achieves a root mean square error of less than 18 cm for position and less than 0.52 ° for yaw.