13,020 research outputs found

    PlaNet - Photo Geolocation with Convolutional Neural Networks

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    Is it possible to build a system to determine the location where a photo was taken using just its pixels? In general, the problem seems exceptionally difficult: it is trivial to construct situations where no location can be inferred. Yet images often contain informative cues such as landmarks, weather patterns, vegetation, road markings, and architectural details, which in combination may allow one to determine an approximate location and occasionally an exact location. Websites such as GeoGuessr and View from your Window suggest that humans are relatively good at integrating these cues to geolocate images, especially en-masse. In computer vision, the photo geolocation problem is usually approached using image retrieval methods. In contrast, we pose the problem as one of classification by subdividing the surface of the earth into thousands of multi-scale geographic cells, and train a deep network using millions of geotagged images. While previous approaches only recognize landmarks or perform approximate matching using global image descriptors, our model is able to use and integrate multiple visible cues. We show that the resulting model, called PlaNet, outperforms previous approaches and even attains superhuman levels of accuracy in some cases. Moreover, we extend our model to photo albums by combining it with a long short-term memory (LSTM) architecture. By learning to exploit temporal coherence to geolocate uncertain photos, we demonstrate that this model achieves a 50% performance improvement over the single-image model

    Object Referring in Videos with Language and Human Gaze

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    We investigate the problem of object referring (OR) i.e. to localize a target object in a visual scene coming with a language description. Humans perceive the world more as continued video snippets than as static images, and describe objects not only by their appearance, but also by their spatio-temporal context and motion features. Humans also gaze at the object when they issue a referring expression. Existing works for OR mostly focus on static images only, which fall short in providing many such cues. This paper addresses OR in videos with language and human gaze. To that end, we present a new video dataset for OR, with 30, 000 objects over 5, 000 stereo video sequences annotated for their descriptions and gaze. We further propose a novel network model for OR in videos, by integrating appearance, motion, gaze, and spatio-temporal context into one network. Experimental results show that our method effectively utilizes motion cues, human gaze, and spatio-temporal context. Our method outperforms previousOR methods. For dataset and code, please refer https://people.ee.ethz.ch/~arunv/ORGaze.html.Comment: Accepted to CVPR 2018, 10 pages, 6 figure

    On Face Segmentation, Face Swapping, and Face Perception

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    We show that even when face images are unconstrained and arbitrarily paired, face swapping between them is actually quite simple. To this end, we make the following contributions. (a) Instead of tailoring systems for face segmentation, as others previously proposed, we show that a standard fully convolutional network (FCN) can achieve remarkably fast and accurate segmentations, provided that it is trained on a rich enough example set. For this purpose, we describe novel data collection and generation routines which provide challenging segmented face examples. (b) We use our segmentations to enable robust face swapping under unprecedented conditions. (c) Unlike previous work, our swapping is robust enough to allow for extensive quantitative tests. To this end, we use the Labeled Faces in the Wild (LFW) benchmark and measure the effect of intra- and inter-subject face swapping on recognition. We show that our intra-subject swapped faces remain as recognizable as their sources, testifying to the effectiveness of our method. In line with well known perceptual studies, we show that better face swapping produces less recognizable inter-subject results. This is the first time this effect was quantitatively demonstrated for machine vision systems

    Bottom-Up and Top-Down Reasoning with Hierarchical Rectified Gaussians

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    Convolutional neural nets (CNNs) have demonstrated remarkable performance in recent history. Such approaches tend to work in a unidirectional bottom-up feed-forward fashion. However, practical experience and biological evidence tells us that feedback plays a crucial role, particularly for detailed spatial understanding tasks. This work explores bidirectional architectures that also reason with top-down feedback: neural units are influenced by both lower and higher-level units. We do so by treating units as rectified latent variables in a quadratic energy function, which can be seen as a hierarchical Rectified Gaussian model (RGs). We show that RGs can be optimized with a quadratic program (QP), that can in turn be optimized with a recurrent neural network (with rectified linear units). This allows RGs to be trained with GPU-optimized gradient descent. From a theoretical perspective, RGs help establish a connection between CNNs and hierarchical probabilistic models. From a practical perspective, RGs are well suited for detailed spatial tasks that can benefit from top-down reasoning. We illustrate them on the challenging task of keypoint localization under occlusions, where local bottom-up evidence may be misleading. We demonstrate state-of-the-art results on challenging benchmarks.Comment: To appear in CVPR 201

    LiveCap: Real-time Human Performance Capture from Monocular Video

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    We present the first real-time human performance capture approach that reconstructs dense, space-time coherent deforming geometry of entire humans in general everyday clothing from just a single RGB video. We propose a novel two-stage analysis-by-synthesis optimization whose formulation and implementation are designed for high performance. In the first stage, a skinned template model is jointly fitted to background subtracted input video, 2D and 3D skeleton joint positions found using a deep neural network, and a set of sparse facial landmark detections. In the second stage, dense non-rigid 3D deformations of skin and even loose apparel are captured based on a novel real-time capable algorithm for non-rigid tracking using dense photometric and silhouette constraints. Our novel energy formulation leverages automatically identified material regions on the template to model the differing non-rigid deformation behavior of skin and apparel. The two resulting non-linear optimization problems per-frame are solved with specially-tailored data-parallel Gauss-Newton solvers. In order to achieve real-time performance of over 25Hz, we design a pipelined parallel architecture using the CPU and two commodity GPUs. Our method is the first real-time monocular approach for full-body performance capture. Our method yields comparable accuracy with off-line performance capture techniques, while being orders of magnitude faster

    Pop-up SLAM: Semantic Monocular Plane SLAM for Low-texture Environments

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    Existing simultaneous localization and mapping (SLAM) algorithms are not robust in challenging low-texture environments because there are only few salient features. The resulting sparse or semi-dense map also conveys little information for motion planning. Though some work utilize plane or scene layout for dense map regularization, they require decent state estimation from other sources. In this paper, we propose real-time monocular plane SLAM to demonstrate that scene understanding could improve both state estimation and dense mapping especially in low-texture environments. The plane measurements come from a pop-up 3D plane model applied to each single image. We also combine planes with point based SLAM to improve robustness. On a public TUM dataset, our algorithm generates a dense semantic 3D model with pixel depth error of 6.2 cm while existing SLAM algorithms fail. On a 60 m long dataset with loops, our method creates a much better 3D model with state estimation error of 0.67%.Comment: International Conference on Intelligent Robots and Systems (IROS) 201

    Visual orientation performances of desert ants (Cataglyphis bicolor) toward astromenotactic directions and horizon landmarks

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    Experimental data, on the visual orientation of desert ants toward astromenotactic courses and horizon landmarks involving the cooperation of different direction finding systems, are given. Attempts were made to: (1) determine if the ants choose a compromise direction between astromenotactic angles and the direction toward horizon landmarks when both angles compete with each other or whether they decide alternatively; (2) analyze adaptations of the visual system to the special demands of direction finding by astromenotactic orientation or pattern recognition; and (3) determine parameters of visual learning behavior. Results show separate orientation mechanisms are responsible for the orientation of the ant toward astromenotactic angles and horizon landmarks. If both systems compete with each other, the ants switch over from one system to the other and do not perform a compromise direction
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