75 research outputs found

    Action Tubelet Detector for Spatio-Temporal Action Localization

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    Current state-of-the-art approaches for spatio-temporal action localization rely on detections at the frame level that are then linked or tracked across time. In this paper, we leverage the temporal continuity of videos instead of operating at the frame level. We propose the ACtion Tubelet detector (ACT-detector) that takes as input a sequence of frames and outputs tubelets, i.e., sequences of bounding boxes with associated scores. The same way state-of-the-art object detectors rely on anchor boxes, our ACT-detector is based on anchor cuboids. We build upon the SSD framework. Convolutional features are extracted for each frame, while scores and regressions are based on the temporal stacking of these features, thus exploiting information from a sequence. Our experimental results show that leveraging sequences of frames significantly improves detection performance over using individual frames. The gain of our tubelet detector can be explained by both more accurate scores and more precise localization. Our ACT-detector outperforms the state-of-the-art methods for frame-mAP and video-mAP on the J-HMDB and UCF-101 datasets, in particular at high overlap thresholds.Comment: 9 page

    Joint learning of object and action detectors

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    International audienceWhile most existing approaches for detection in videos focus on objects or human actions separately, we aim at jointly detecting objects performing actions, such as cat eating or dog jumping. We introduce an end-to-end multitask objective that jointly learns object-action relationships. We compare it with different training objectives, validate its effectiveness for detecting objects-actions in videos, and show that both tasks of object and action detection benefit from this joint learning. Moreover, the proposed architecture can be used for zero-shot learning of actions: our multitask objective leverages the commonalities of an action performed by different objects, e.g. dog and cat jumping , enabling to detect actions of an object without training with these object-actions pairs. In experiments on the A2D dataset [50], we obtain state-of-the-art results on segmentation of object-action pairs. We finally apply our multitask architecture to detect visual relationships between objects in images of the VRD dataset [24]

    Learning the What and How of Annotation in Video Object Segmentation

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    Video Object Segmentation (VOS) is crucial for several applications, from video editing to video data generation. Training a VOS model requires an abundance of manually labeled training videos. The de-facto traditional way of annotating objects requires humans to draw detailed segmentation masks on the target objects at each video frame. This annotation process, however, is tedious and time-consuming. To reduce this annotation cost, in this paper, we propose EVA-VOS, a human-in-the-loop annotation framework for video object segmentation. Unlike the traditional approach, we introduce an agent that predicts iteratively both which frame ("What") to annotate and which annotation type ("How") to use. Then, the annotator annotates only the selected frame that is used to update a VOS module, leading to significant gains in annotation time. We conduct experiments on the MOSE and the DAVIS datasets and we show that: (a) EVA-VOS leads to masks with accuracy close to the human agreement 3.5x faster than the standard way of annotating videos; (b) our frame selection achieves state-of-the-art performance; (c) EVA-VOS yields significant performance gains in terms of annotation time compared to all other methods and baselines.Comment: Accepted to WACV 202

    Action Tubelet Detector for Spatio-Temporal Action Localization

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    International audienceCurrent state-of-the-art approaches for spatio-temporal action detection rely on detections at the frame level that are then linked or tracked across time. In this paper, we leverage the temporal continuity of videos instead of operating at the frame level. We propose the ACtion Tubelet detector (ACT-detector) that takes as input a sequence of frames and outputs tubelets, ie., sequences of bounding boxes with associated scores. The same way state-of-the-art object detectors rely on anchor boxes, our ACT-detector is based on anchor cuboids. We build upon the state-of-the-art SSD framework. Convolutional features are extracted for each frame, while scores and regressions are based on the temporal stacking of these features, thus exploiting information from a sequence. Our experimental results show that leveraging sequences of frames significantly improves detection performance over using individual frames. The gain of our tubelet detector can be explained by both more relevant scores and more precise localization. Our ACT-detector outperforms the state of the art methods for frame-mAP and video-mAP on the J-HMDB and UCF-101 datasets, in particular at high overlap thresholds

    BluNF: Blueprint Neural Field

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    Neural Radiance Fields (NeRFs) have revolutionized scene novel view synthesis, offering visually realistic, precise, and robust implicit reconstructions. While recent approaches enable NeRF editing, such as object removal, 3D shape modification, or material property manipulation, the manual annotation prior to such edits makes the process tedious. Additionally, traditional 2D interaction tools lack an accurate sense of 3D space, preventing precise manipulation and editing of scenes. In this paper, we introduce a novel approach, called Blueprint Neural Field (BluNF), to address these editing issues. BluNF provides a robust and user-friendly 2D blueprint, enabling intuitive scene editing. By leveraging implicit neural representation, BluNF constructs a blueprint of a scene using prior semantic and depth information. The generated blueprint allows effortless editing and manipulation of NeRF representations. We demonstrate BluNF's editability through an intuitive click-and-change mechanism, enabling 3D manipulations, such as masking, appearance modification, and object removal. Our approach significantly contributes to visual content creation, paving the way for further research in this area.Comment: ICCV-W (AI3DCC) 2023. Project page with videos and code: https://www.lix.polytechnique.fr/vista/projects/2023_iccvw_courant

    Reward Function Design for Crowd Simulation via Reinforcement Learning

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    Crowd simulation is important for video-games design, since it enables to populate virtual worlds with autonomous avatars that navigate in a human-like manner. Reinforcement learning has shown great potential in simulating virtual crowds, but the design of the reward function is critical to achieving effective and efficient results. In this work, we explore the design of reward functions for reinforcement learning-based crowd simulation. We provide theoretical insights on the validity of certain reward functions according to their analytical properties, and evaluate them empirically using a range of scenarios, using the energy efficiency as the metric. Our experiments show that directly minimizing the energy usage is a viable strategy as long as it is paired with an appropriately scaled guiding potential, and enable us to study the impact of the different reward components on the behavior of the simulated crowd. Our findings can inform the development of new crowd simulation techniques, and contribute to the wider study of human-like navigation

    One-shot Unsupervised Domain Adaptation with Personalized Diffusion Models

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    Adapting a segmentation model from a labeled source domain to a target domain, where a single unlabeled datum is available, is one the most challenging problems in domain adaptation and is otherwise known as one-shot unsupervised domain adaptation (OSUDA). Most of the prior works have addressed the problem by relying on style transfer techniques, where the source images are stylized to have the appearance of the target domain. Departing from the common notion of transferring only the target ``texture'' information, we leverage text-to-image diffusion models (e.g., Stable Diffusion) to generate a synthetic target dataset with photo-realistic images that not only faithfully depict the style of the target domain, but are also characterized by novel scenes in diverse contexts. The text interface in our method Data AugmenTation with diffUsion Models (DATUM) endows us with the possibility of guiding the generation of images towards desired semantic concepts while respecting the original spatial context of a single training image, which is not possible in existing OSUDA methods. Extensive experiments on standard benchmarks show that our DATUM surpasses the state-of-the-art OSUDA methods by up to +7.1%. The implementation is available at https://github.com/yasserben/DATUMComment: 13 pages, 8 figures, 5 table

    Understanding reinforcement learned crowds

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    Simulating trajectories of virtual crowds is a commonly encountered task in Computer Graphics. Several recent works have applied Reinforcement Learning methods to animate virtual agents, however they often make different design choices when it comes to the fundamental simulation setup. Each of these choices comes with a reasonable justification for its use, so it is not obvious what is their real impact, and how they affect the results. In this work, we analyze some of these arbitrary choices in terms of their impact on the learning performance, as well as the quality of the resulting simulation measured in terms of the energy efficiency. We perform a theoretical analysis of the properties of the reward function design, and empirically evaluate the impact of using certain observation and action spaces on a variety of scenarios, with the reward function and energy usage as metrics. We show that directly using the neighboring agents' information as observation generally outperforms the more widely used raycasting. Similarly, using nonholonomic controls with egocentric observations tends to produce more efficient behaviors than holonomic controls with absolute observations. Each of these choices has a significant, and potentially nontrivial impact on the results, and so researchers should be mindful about choosing and reporting them in their work.Comment: Accepted for publication at MIG 202
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