2,422 research outputs found
MeshAdv: Adversarial Meshes for Visual Recognition
Highly expressive models such as deep neural networks (DNNs) have been widely
applied to various applications. However, recent studies show that DNNs are
vulnerable to adversarial examples, which are carefully crafted inputs aiming
to mislead the predictions. Currently, the majority of these studies have
focused on perturbation added to image pixels, while such manipulation is not
physically realistic. Some works have tried to overcome this limitation by
attaching printable 2D patches or painting patterns onto surfaces, but can be
potentially defended because 3D shape features are intact. In this paper, we
propose meshAdv to generate "adversarial 3D meshes" from objects that have rich
shape features but minimal textural variation. To manipulate the shape or
texture of the objects, we make use of a differentiable renderer to compute
accurate shading on the shape and propagate the gradient. Extensive experiments
show that the generated 3D meshes are effective in attacking both classifiers
and object detectors. We evaluate the attack under different viewpoints. In
addition, we design a pipeline to perform black-box attack on a photorealistic
renderer with unknown rendering parameters.Comment: Published in IEEE CVPR201
Learning to Generate Time-Lapse Videos Using Multi-Stage Dynamic Generative Adversarial Networks
Taking a photo outside, can we predict the immediate future, e.g., how would
the cloud move in the sky? We address this problem by presenting a generative
adversarial network (GAN) based two-stage approach to generating realistic
time-lapse videos of high resolution. Given the first frame, our model learns
to generate long-term future frames. The first stage generates videos of
realistic contents for each frame. The second stage refines the generated video
from the first stage by enforcing it to be closer to real videos with regard to
motion dynamics. To further encourage vivid motion in the final generated
video, Gram matrix is employed to model the motion more precisely. We build a
large scale time-lapse dataset, and test our approach on this new dataset.
Using our model, we are able to generate realistic videos of up to resolution for 32 frames. Quantitative and qualitative experiment results
have demonstrated the superiority of our model over the state-of-the-art
models.Comment: To appear in Proceedings of CVPR 201
GANerated Hands for Real-time 3D Hand Tracking from Monocular RGB
We address the highly challenging problem of real-time 3D hand tracking based
on a monocular RGB-only sequence. Our tracking method combines a convolutional
neural network with a kinematic 3D hand model, such that it generalizes well to
unseen data, is robust to occlusions and varying camera viewpoints, and leads
to anatomically plausible as well as temporally smooth hand motions. For
training our CNN we propose a novel approach for the synthetic generation of
training data that is based on a geometrically consistent image-to-image
translation network. To be more specific, we use a neural network that
translates synthetic images to "real" images, such that the so-generated images
follow the same statistical distribution as real-world hand images. For
training this translation network we combine an adversarial loss and a
cycle-consistency loss with a geometric consistency loss in order to preserve
geometric properties (such as hand pose) during translation. We demonstrate
that our hand tracking system outperforms the current state-of-the-art on
challenging RGB-only footage
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