10 research outputs found

    WinDB: HMD-free and Distortion-free Panoptic Video Fixation Learning

    Full text link
    To date, the widely-adopted way to perform fixation collection in panoptic video is based on a head-mounted display (HMD), where participants' fixations are collected while wearing an HMD to explore the given panoptic scene freely. However, this widely-used data collection method is insufficient for training deep models to accurately predict which regions in a given panoptic are most important when it contains intermittent salient events. The main reason is that there always exist "blind zooms" when using HMD to collect fixations since the participants cannot keep spinning their heads to explore the entire panoptic scene all the time. Consequently, the collected fixations tend to be trapped in some local views, leaving the remaining areas to be the "blind zooms". Therefore, fixation data collected using HMD-based methods that accumulate local views cannot accurately represent the overall global importance of complex panoramic scenes. This paper introduces the auxiliary Window with a Dynamic Blurring (WinDB) fixation collection approach for panoptic video, which doesn't need HMD and is blind-zoom-free. Thus, the collected fixations can well reflect the regional-wise importance degree. Using our WinDB approach, we have released a new PanopticVideo-300 dataset, containing 300 panoptic clips covering over 225 categories. Besides, we have presented a simple baseline design to take full advantage of PanopticVideo-300 to handle the blind-zoom-free attribute-induced fixation shifting problem

    Deep Reinforcement Learning for Active Human Pose Estimation

    Full text link
    Most 3d human pose estimation methods assume that input -- be it images of a scene collected from one or several viewpoints, or from a video -- is given. Consequently, they focus on estimates leveraging prior knowledge and measurement by fusing information spatially and/or temporally, whenever available. In this paper we address the problem of an active observer with freedom to move and explore the scene spatially -- in `time-freeze' mode -- and/or temporally, by selecting informative viewpoints that improve its estimation accuracy. Towards this end, we introduce Pose-DRL, a fully trainable deep reinforcement learning-based active pose estimation architecture which learns to select appropriate views, in space and time, to feed an underlying monocular pose estimator. We evaluate our model using single- and multi-target estimators with strong result in both settings. Our system further learns automatic stopping conditions in time and transition functions to the next temporal processing step in videos. In extensive experiments with the Panoptic multi-view setup, and for complex scenes containing multiple people, we show that our model learns to select viewpoints that yield significantly more accurate pose estimates compared to strong multi-view baselines.Comment: Accepted to The Thirty-Fourth AAAI Conference on Artificial Intelligence (AAAI-20). Submission updated to include supplementary materia

    Reinforcement Learning for Active Visual Perception

    Get PDF
    Visual perception refers to automatically recognizing, detecting, or otherwise sensing the content of an image, video or scene. The most common contemporary approach to tackle a visual perception task is by training a deep neural network on a pre-existing dataset which provides examples of task success and failure, respectively. Despite remarkable recent progress across a wide range of vision tasks, many standard methodologies are static in that they lack mechanisms for adapting to any particular settings or constraints of the task at hand. The ability to adapt is desirable in many practical scenarios, since the operating regime often differs from the training setup. For example, a robot which has learnt to recognize a static set of training images may perform poorly in real-world settings, where it may view objects from unusual angles or explore poorly illuminated environments. The robot should then ideally be able to actively position itself to observe the scene from viewpoints where it is more confident, or refine its perception with only a limited amount of training data for its present operating conditions.In this thesis we demonstrate how reinforcement learning (RL) can be integrated with three fundamental visual perception tasks -- object detection, human pose estimation, and semantic segmentation -- in order to make the resulting pipelines more adaptive, accurate and/or faster. In the first part we provide object detectors with the capacity to actively select what parts of a given image to analyze and when to terminate the detection process. Several ideas are proposed and empirically evaluated, such as explicitly including the speed-accuracy trade-off in the training process, which makes it possible to specify this trade-off during inference. In the second part we consider active multi-view 3d human pose estimation in complex scenarios with multiple people. We explore this in two different contexts: i) active triangulation, which requires carefully observing each body joint from multiple viewpoints, and ii) active viewpoint selection for monocular 3d estimators, which requires considering which viewpoints yield accurate fused estimates when combined. In both settings the viewpoint selection systems face several challenges, such as partial observability resulting e.g. from occlusions. We show that RL-based methods outperform heuristic ones in accuracy, with negligible computational overhead. Finally, the thesis concludes with establishing a framework for embodied visual active learning in the context of semantic segmentation, where an agent should explore a 3d environment and actively query annotations to refine its visual perception. Our empirical results suggest that reinforcement learning can be successfully applied within this framework as well

    Active and Physics-Based Human Pose Reconstruction

    Get PDF
    Perceiving humans is an important and complex problem within computervision. Its significance is derived from its numerous applications, suchas human-robot interaction, virtual reality, markerless motion capture,and human tracking for autonomous driving. The difficulty lies in thevariability in human appearance, physique, and plausible body poses. Inreal-world scenes, this is further exacerbated by difficult lightingconditions, partial occlusions, and the depth ambiguity stemming fromthe loss of information during the 3d to 2d projection. Despite thesechallenges, significant progress has been made in recent years,primarily due to the expressive power of deep neural networks trained onlarge datasets. However, creating large-scale datasets with 3dannotations is expensive, and capturing the vast diversity of the realworld is demanding. Traditionally, 3d ground truth is captured usingmotion capture laboratories that require large investments. Furthermore,many laboratories cannot easily accommodate athletic and dynamicmotions. This thesis studies three approaches to improving visualperception, with emphasis on human pose estimation, that can complementimprovements to the underlying predictor or training data.The first two papers present active human pose estimation, where areinforcement learning agent is tasked with selecting informativeviewpoints to reconstruct subjects efficiently. The papers discard thecommon assumption that the input is given and instead allow the agent tomove to observe subjects from desirable viewpoints, e.g., those whichavoid occlusions and for which the underlying pose estimator has a lowprediction error.The third paper introduces the task of embodied visual active learning,which goes further and assumes that the perceptual model is notpre-trained. Instead, the agent is tasked with exploring its environmentand requesting annotations to refine its visual model. Learning toexplore novel scenarios and efficiently request annotation for new datais a step towards life-long learning, where models can evolve beyondwhat they learned during the initial training phase. We study theproblem for segmentation, though the idea is applicable to otherperception tasks.Lastly, the final two papers propose improving human pose estimation byintegrating physical constraints. These regularize the reconstructedmotions to be physically plausible and serve as a complement to currentkinematic approaches. Whether a motion has been observed in the trainingdata or not, the predictions should obey the laws of physics. Throughintegration with a physical simulator, we demonstrate that we can reducereconstruction artifacts and enforce, e.g., contact constraints

    Data-Efficient Learning of Semantic Segmentation

    Get PDF
    Semantic segmentation is a fundamental problem in visual perception with a wide range of applications ranging from robotics to autonomous vehicles, and recent approaches based on deep learning have achieved excellent performance. However, to train such systems there is in general a need for very large datasets of annotated images. In this thesis we investigate and propose methods and setups for which it is possible to use unlabelled data to increase the performance or to use limited application specific data to reduce the need for large datasets when learning semantic segmentation.In the first paper we study semantic video segmentation. We present a deep end-to-end trainable model that uses propagated labelling information in unlabelled frames in addition to sparsely labelled frames to predict semantic segmentation. Extensive experiments on the CityScapes and CamVid datasets show that the model can improve accuracy and temporal consistency by using extra unlabelled video frames in training and testing.In the second, third and fourth paper we study active learning for semantic segmentation in an embodied context where navigation is part of the problem. A navigable agent should explore a building and query for the labelling of informative views that increase the visual perception of the agent. In the second paper we introduce the embodied visual active learning problem, and propose and evaluate a range of methods from heuristic baselines to a fully trainable agent using reinforcement learning (RL) on the Matterport3D dataset. We show that the learned agent outperforms several comparable pre-specified baselines. In the third paper we study the embodied visual active learning problem in a lifelong setup, where the visual learning spans the exploration of multiple buildings, and the learning in one scene should influence the active learning in the next e.g. by not annotating already accurately segmented object classes. We introduce new methodology to encourage global exploration of scenes, via an RL-formulation that combines local navigation with global exploration by frontier exploration. We show that the RL-agent can learn adaptable behaviour such as annotating less frequently when it already has explored a number of buildings. Finally we study the embodied visual active learning problem with region-based active learning in the fourth paper. Instead of querying for annotations for a whole image, an agent can query for annotations of just parts of images, and we show that it is significantly more labelling efficient to just annotate regions in the image instead of the full images

    Mitigating Distortion to Enable 360° Computer Vision

    Get PDF
    For tasks on central-perspective images, convolutional neural networks have been a revolutionary innovation. However, their performance degrades as the amount of geometric image distortion increases. This limitation is particularly evident for 360° images. These images capture a 180° x 360° field of view by replacing the imaging plane with the concept of an imaging sphere. Because there is no isometric mapping from this spherical capture format to a planar image representation, all 360° images necessarily suffer from some degree of geometric image distortion, which manifests as local content deformation. This corruptive effect hinders the ability of these groundbreaking computer vision algorithms to enable 360° computer vision, resulting in a performance gap between networks applied to central-perspective images and those applied to spherical images. This dissertation seeks to better understand the impact that geometric distortion has on convolutional neural networks and to identify spherical image representations that can mitigate its effect. This work argues that there are three requisite properties of any general solution: distortion-mitigation, transferability, and scalability. Bridging the performance gap requires reducing distortion in the image representation, developing tools to directly apply central-perspective image algorithms to spherical data, and ensuring that these algorithms can efficiently process high resolution spherical images. Drawing insight from the field of cartography, the subdivided regular icosahedron is proposed as a low-distortion alternative to the commonly used equirectangular and cube map spherical image formats. To address the non-Euclidean nature of this representation, a generalization of the standard convolution operation is proposed to map the standard convolutional kernel grid to the structure of any spherical representation. Finally, a new representation is proposed. Derived from the icosahedron, it represents a spherical image as a set of square, oriented, planar pixel grids rendered tangent to the sphere at the center of each face of the icosahedron. These "tangent images" satisfy all three requisite properties, offering a promising, general solution to the spherical image problem.Doctor of Philosoph
    corecore