18,507 research outputs found

    CAR-Net: Clairvoyant Attentive Recurrent Network

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    We present an interpretable framework for path prediction that leverages dependencies between agents' behaviors and their spatial navigation environment. We exploit two sources of information: the past motion trajectory of the agent of interest and a wide top-view image of the navigation scene. We propose a Clairvoyant Attentive Recurrent Network (CAR-Net) that learns where to look in a large image of the scene when solving the path prediction task. Our method can attend to any area, or combination of areas, within the raw image (e.g., road intersections) when predicting the trajectory of the agent. This allows us to visualize fine-grained semantic elements of navigation scenes that influence the prediction of trajectories. To study the impact of space on agents' trajectories, we build a new dataset made of top-view images of hundreds of scenes (Formula One racing tracks) where agents' behaviors are heavily influenced by known areas in the images (e.g., upcoming turns). CAR-Net successfully attends to these salient regions. Additionally, CAR-Net reaches state-of-the-art accuracy on the standard trajectory forecasting benchmark, Stanford Drone Dataset (SDD). Finally, we show CAR-Net's ability to generalize to unseen scenes.Comment: The 2nd and 3rd authors contributed equall

    Attend and Interact: Higher-Order Object Interactions for Video Understanding

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    Human actions often involve complex interactions across several inter-related objects in the scene. However, existing approaches to fine-grained video understanding or visual relationship detection often rely on single object representation or pairwise object relationships. Furthermore, learning interactions across multiple objects in hundreds of frames for video is computationally infeasible and performance may suffer since a large combinatorial space has to be modeled. In this paper, we propose to efficiently learn higher-order interactions between arbitrary subgroups of objects for fine-grained video understanding. We demonstrate that modeling object interactions significantly improves accuracy for both action recognition and video captioning, while saving more than 3-times the computation over traditional pairwise relationships. The proposed method is validated on two large-scale datasets: Kinetics and ActivityNet Captions. Our SINet and SINet-Caption achieve state-of-the-art performances on both datasets even though the videos are sampled at a maximum of 1 FPS. To the best of our knowledge, this is the first work modeling object interactions on open domain large-scale video datasets, and we additionally model higher-order object interactions which improves the performance with low computational costs.Comment: CVPR 201

    A Portable Active Binocular Robot Vision Architecture for Scene Exploration

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    We present a portable active binocular robot vision archi- tecture that integrates a number of visual behaviours. This vision archi- tecture inherits the abilities of vergence, localisation, recognition and si- multaneous identification of multiple target object instances. To demon- strate the portability of our vision architecture, we carry out qualitative and comparative analysis under two different hardware robotic settings, feature extraction techniques and viewpoints. Our portable active binoc- ular robot vision architecture achieved average recognition rates of 93.5% for fronto-parallel viewpoints and, 83% percentage for anthropomorphic viewpoints, respectively

    Towards binocular active vision in a robot head system

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    This paper presents the first results of an investigation and pilot study into an active, binocular vision system that combines binocular vergence, object recognition and attention control in a unified framework. The prototype developed is capable of identifying, targeting, verging on and recognizing objects in a highly-cluttered scene without the need for calibration or other knowledge of the camera geometry. This is achieved by implementing all image analysis in a symbolic space without creating explicit pixel-space maps. The system structure is based on the ‘searchlight metaphor’ of biological systems. We present results of a first pilot investigation that yield a maximum vergence error of 6.4 pixels, while seven of nine known objects were recognized in a high-cluttered environment. Finally a “stepping stone” visual search strategy was demonstrated, taking a total of 40 saccades to find two known objects in the workspace, neither of which appeared simultaneously within the Field of View resulting from any individual saccade
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