14 research outputs found

    ScanEnts3D: Exploiting Phrase-to-3D-Object Correspondences for Improved Visio-Linguistic Models in 3D Scenes

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    The two popular datasets ScanRefer [16] and ReferIt3D [3] connect natural language to real-world 3D data. In this paper, we curate a large-scale and complementary dataset extending both the aforementioned ones by associating all objects mentioned in a referential sentence to their underlying instances inside a 3D scene. Specifically, our Scan Entities in 3D (ScanEnts3D) dataset provides explicit correspondences between 369k objects across 84k natural referential sentences, covering 705 real-world scenes. Crucially, we show that by incorporating intuitive losses that enable learning from this novel dataset, we can significantly improve the performance of several recently introduced neural listening architectures, including improving the SoTA in both the Nr3D and ScanRefer benchmarks by 4.3% and 5.0%, respectively. Moreover, we experiment with competitive baselines and recent methods for the task of language generation and show that, as with neural listeners, 3D neural speakers can also noticeably benefit by training with ScanEnts3D, including improving the SoTA by 13.2 CIDEr points on the Nr3D benchmark. Overall, our carefully conducted experimental studies strongly support the conclusion that, by learning on ScanEnts3D, commonly used visio-linguistic 3D architectures can become more efficient and interpretable in their generalization without needing to provide these newly collected annotations at test time. The project's webpage is https://scanents3d.github.io/ .Comment: The project's webpage is https://scanents3d.github.io

    LADIS: Language Disentanglement for 3D Shape Editing

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    Natural language interaction is a promising direction for democratizing 3D shape design. However, existing methods for text-driven 3D shape editing face challenges in producing decoupled, local edits to 3D shapes. We address this problem by learning disentangled latent representations that ground language in 3D geometry. To this end, we propose a complementary tool set including a novel network architecture, a disentanglement loss, and a new editing procedure. Additionally, to measure edit locality, we define a new metric that we call part-wise edit precision. We show that our method outperforms existing SOTA methods by 20% in terms of edit locality, and up to 6.6% in terms of language reference resolution accuracy. Our work suggests that by solely disentangling language representations, downstream 3D shape editing can become more local to relevant parts, even if the model was never given explicit part-based supervision

    Quantized GAN for Complex Music Generation from Dance Videos

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    We present Dance2Music-GAN (D2M-GAN), a novel adversarial multi-modal framework that generates complex musical samples conditioned on dance videos. Our proposed framework takes dance video frames and human body motion as input, and learns to generate music samples that plausibly accompany the corresponding input. Unlike most existing conditional music generation works that generate specific types of mono-instrumental sounds using symbolic audio representations (e.g., MIDI), and that heavily rely on pre-defined musical synthesizers, in this work we generate dance music in complex styles (e.g., pop, breakdancing, etc.) by employing a Vector Quantized (VQ) audio representation, and leverage both its generality and the high abstraction capacity of its symbolic and continuous counterparts. By performing an extensive set of experiments on multiple datasets, and following a comprehensive evaluation protocol, we assess the generative quality of our approach against several alternatives. The quantitative results, which measure the music consistency, beats correspondence, and music diversity, clearly demonstrate the effectiveness of our proposed method. Last but not least, we curate a challenging dance-music dataset of in-the-wild TikTok videos, which we use to further demonstrate the efficacy of our approach in real-world applications - and which we hope to serve as a starting point for relevant future research

    Affection: Learning Affective Explanations for Real-World Visual Data

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    International audienceIn this work, we explore the space of emotional reactions induced by real-world images. For this, we first introduce a large-scale dataset that contains both categorical emotional reactions and free-form textual explanations for 85,007 publicly available images, analyzed by 6,283 annotators who were asked to indicate and explain how and why they felt when observing a particular image, with a total of 526,749 responses. Although emotional reactions are subjective and sensitive to context (personal mood, social status, past experiences)-we show that there is significant common ground to capture emotional responses with a large support in the subject population. In light of this observation, we ask the following questions: i) Can we develop neural networks that provide plausible affective responses to real-world visual data explained with language? ii) Can we steer such methods towards producing explanations with varying degrees of pragmatic language, justifying different emotional reactions by grounding them in the visual stimulus? Finally, iii) How to evaluate the performance of such methods for this novel task? In this work, we take the first steps in addressing all of these questions, paving the way for more human-centric and emotionally-aware image analysis systems. Our code and data are publicly available at https://affective-explanations.org
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