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Alessio Del Bue

Publications and source records attributed to Alessio Del Bue.

At least 37 records · Page 2Linked to original sources

Pre-trained Multiple Latent Variable Generative Models are good defenders against Adversarial Attacks

Attackers can deliberately perturb classifiers' input with subtle noise, altering final predictions. Among proposed countermeasures, adversarial purification employs generative networks to preprocess input images, filtering out adversarial noise. In this study, we propose specific generators, defined Multiple Latent Variable Generative Models (MLVGMs), for adversarial purification. These models possess multiple latent variables that naturally disentangle coarse from fine features. Taking advantage of these properties, we autoencode images to maintain class-relevant information, while discarding and re-sampling any detail, including adversarial noise. The procedure is completely training-free, exploring the generalization abilities of pre-trained MLVGMs on the adversarial purification downstream task. Despite the lack of large models, trained on billions of samples, we show that smaller MLVGMs are already competitive with traditional methods, and can be used as foundation models. Official code released at https://github.com/SerezD/gen_adversarial.

cs.CV↗

Maps from Motion (MfM): Generating 2D Semantic Maps from Sparse Multi-view Images

World-wide detailed 2D maps require enormous collective efforts. OpenStreetMap is the result of 11 million registered users manually annotating the GPS location of over 1.75 billion entries, including distinctive landmarks and common urban objects. At the same time, manual annotations can include errors and are slow to update, limiting the map's accuracy. Maps from Motion (MfM) is a step forward to automatize such time-consuming map making procedure by computing 2D maps of semantic objects directly from a collection of uncalibrated multi-view images. From each image, we extract a set of object detections, and estimate their spatial arrangement in a top-down local map centered in the reference frame of the camera that captured the image. Aligning these local maps is not a trivial problem, since they provide incomplete, noisy fragments of the scene, and matching detections across them is unreliable because of the presence of repeated pattern and the limited appearance variability of urban objects. We address this with a novel graph-based framework, that encodes the spatial and semantic distribution of the objects detected in each image, and learns how to combine them to predict the objects' poses in a global reference system, while taking into account all possible detection matches and preserving the topology observed in each image. Despite the complexity of the problem, our best model achieves global 2D registration with an average accuracy within 4 meters (i.e., below GPS accuracy) even on sparse sequences with strong viewpoint change, on which COLMAP has an 80% failure rate. We provide extensive evaluation on synthetic and real-world data, showing how the method obtains a solution even in scenarios where standard optimization techniques fail.

cs.CV↗

Re-assembling the past: The RePAIR dataset and benchmark for real world 2D and 3D puzzle solving

This paper proposes the RePAIR dataset that represents a challenging benchmark to test modern computational and data driven methods for puzzle-solving and reassembly tasks. Our dataset has unique properties that are uncommon to current benchmarks for 2D and 3D puzzle solving. The fragments and fractures are realistic, caused by a collapse of a fresco during a World War II bombing at the Pompeii archaeological park. The fragments are also eroded and have missing pieces with irregular shapes and different dimensions, challenging further the reassembly algorithms. The dataset is multi-modal providing high resolution images with characteristic pictorial elements, detailed 3D scans of the fragments and meta-data annotated by the archaeologists. Ground truth has been generated through several years of unceasing fieldwork, including the excavation and cleaning of each fragment, followed by manual puzzle solving by archaeologists of a subset of approx. 1000 pieces among the 16000 available. After digitizing all the fragments in 3D, a benchmark was prepared to challenge current reassembly and puzzle-solving methods that often solve more simplistic synthetic scenarios. The tested baselines show that there clearly exists a gap to fill in solving this computationally complex problem.

cs.CV↗

HAHA: Highly Articulated Gaussian Human Avatars with Textured Mesh Prior

We present HAHA - a novel approach for animatable human avatar generation from monocular input videos. The proposed method relies on learning the trade-off between the use of Gaussian splatting and a textured mesh for efficient and high fidelity rendering. We demonstrate its efficiency to animate and render full-body human avatars controlled via the SMPL-X parametric model. Our model learns to apply Gaussian splatting only in areas of the SMPL-X mesh where it is necessary, like hair and out-of-mesh clothing. This results in a minimal number of Gaussians being used to represent the full avatar, and reduced rendering artifacts. This allows us to handle the animation of small body parts such as fingers that are traditionally disregarded. We demonstrate the effectiveness of our approach on two open datasets: SnapshotPeople and X-Humans. Our method demonstrates on par reconstruction quality to the state-of-the-art on SnapshotPeople, while using less than a third of Gaussians. HAHA outperforms previous state-of-the-art on novel poses from X-Humans both quantitatively and qualitatively.

cs.CV↗

DLGNet: Hyperedge Classification through Directed Line Graphs for Chemical Reactions

Graphs and hypergraphs provide powerful abstractions for modeling interactions among a set of entities of interest and have been attracting a growing interest in the literature thanks to many successful applications in several fields. In particular, they are rapidly expanding in domains such as chemistry and biology, especially in the areas of drug discovery and molecule generation. One of the areas witnessing the fasted growth is the chemical reactions field, where chemical reactions can be naturally encoded as directed hyperedges of a hypergraph. In this paper, we address the chemical reaction classification problem by introducing the notation of a Directed Line Graph (DGL) associated with a given directed hypergraph. On top of it, we build the Directed Line Graph Network (DLGNet), the first spectral-based Graph Neural Network (GNN) expressly designed to operate on a hypergraph via its DLG transformation. The foundation of DLGNet is a novel Hermitian matrix, the Directed Line Graph Laplacian, which compactly encodes the directionality of the interactions taking place within the directed hyperedges of the hypergraph thanks to the DLG representation. The Directed Line Graph Laplacian enjoys many desirable properties, including admitting an eigenvalue decomposition and being positive semidefinite, which make it well-suited for its adoption within a spectral-based GNN. Through extensive experiments on chemical reaction datasets, we show that DGLNet significantly outperforms the existing approaches, achieving on a collection of real-world datasets an average relative-percentage-difference improvement of 33.01%, with a maximum improvement of 37.71%.

cs.LG↗

Gaussian Heritage: 3D Digitization of Cultural Heritage with Integrated Object Segmentation

The creation of digital replicas of physical objects has valuable applications for the preservation and dissemination of tangible cultural heritage. However, existing methods are often slow, expensive, and require expert knowledge. We propose a pipeline to generate a 3D replica of a scene using only RGB images (e.g. photos of a museum) and then extract a model for each item of interest (e.g. pieces in the exhibit). We do this by leveraging the advancements in novel view synthesis and Gaussian Splatting, modified to enable efficient 3D segmentation. This approach does not need manual annotation, and the visual inputs can be captured using a standard smartphone, making it both affordable and easy to deploy. We provide an overview of the method and baseline evaluation of the accuracy of object segmentation. The code is available at https://mahtaabdn.github.io/gaussian_heritage.github.io/.

cs.CV↗

SelfGeo: Self-supervised and Geodesic-consistent Estimation of Keypoints on Deformable Shapes

Unsupervised 3D keypoints estimation from Point Cloud Data (PCD) is a complex task, even more challenging when an object shape is deforming. As keypoints should be semantically and geometrically consistent across all the 3D frames - each keypoint should be anchored to a specific part of the deforming shape irrespective of intrinsic and extrinsic motion. This paper presents, "SelfGeo", a self-supervised method that computes persistent 3D keypoints of non-rigid objects from arbitrary PCDs without the need of human annotations. The gist of SelfGeo is to estimate keypoints between frames that respect invariant properties of deforming bodies. Our main contribution is to enforce that keypoints deform along with the shape while keeping constant geodesic distances among them. This principle is then propagated to the design of a set of losses which minimization let emerge repeatable keypoints in specific semantic locations of the non-rigid shape. We show experimentally that the use of geodesic has a clear advantage in challenging dynamic scenes and with different classes of deforming shapes (humans and animals). Code and data are available at: https://github.com/IIT-PAVIS/SelfGeo

cs.CV↗

Look Around and Learn: Self-Training Object Detection by Exploration

When an object detector is deployed in a novel setting it often experiences a drop in performance. This paper studies how an embodied agent can automatically fine-tune a pre-existing object detector while exploring and acquiring images in a new environment without relying on human intervention, i.e., a fully self-supervised approach. In our setting, an agent initially learns to explore the environment using a pre-trained off-the-shelf detector to locate objects and associate pseudo-labels. By assuming that pseudo-labels for the same object must be consistent across different views, we learn the exploration policy Look Around to mine hard samples, and we devise a novel mechanism called Disagreement Reconciliation for producing refined pseudo-labels from the consensus among observations. We implement a unified benchmark of the current state-of-the-art and compare our approach with pre-existing exploration policies and perception mechanisms. Our method is shown to outperform existing approaches, improving the object detector by 6.2% in a simulated scenario, a 3.59% advancement over other state-of-the-art methods, and by 9.97% in the real robotic test without relying on ground-truth. Code for the proposed approach and baselines are available at https://iit-pavis.github.io/Look_Around_And_Learn/.

cs.CV↗

6DGS: 6D Pose Estimation from a Single Image and a 3D Gaussian Splatting Model

We propose 6DGS to estimate the camera pose of a target RGB image given a 3D Gaussian Splatting (3DGS) model representing the scene. 6DGS avoids the iterative process typical of analysis-by-synthesis methods (e.g. iNeRF) that also require an initialization of the camera pose in order to converge. Instead, our method estimates a 6DoF pose by inverting the 3DGS rendering process. Starting from the object surface, we define a radiant Ellicell that uniformly generates rays departing from each ellipsoid that parameterize the 3DGS model. Each Ellicell ray is associated with the rendering parameters of each ellipsoid, which in turn is used to obtain the best bindings between the target image pixels and the cast rays. These pixel-ray bindings are then ranked to select the best scoring bundle of rays, which their intersection provides the camera center and, in turn, the camera rotation. The proposed solution obviates the necessity of an "a priori" pose for initialization, and it solves 6DoF pose estimation in closed form, without the need for iterations. Moreover, compared to the existing Novel View Synthesis (NVS) baselines for pose estimation, 6DGS can improve the overall average rotational accuracy by 12% and translation accuracy by 22% on real scenes, despite not requiring any initialization pose. At the same time, our method operates near real-time, reaching 15fps on consumer hardware.

cs.CV↗

DCitizens Roles Unveiled: SIG Navigating Identities in Digital Civics and the Spectrum of Societal Impact

The DCitizens SIG aims to navigate ethical dimensions in forthcoming Digital Civics projects, ensuring enduring benefits and community resilience. Additionally, it seeks to shape the future landscape of digital civics for ethical and sustainable interventions. As we dive into these interactive processes, a challenge arises of discerning authentic intentions and validating perspectives. This exploration extends to evaluating the sustainability of future interactions and scrutinising biases impacting engaged communities. The commitment is to ensure future outcomes align with genuine community needs and address the ethical imperative of a considerate departure strategy. This dialogue encourages future researchers and practitioners to integrate ethical considerations and community-centric principles, fostering a more sustainable and responsible approach to technology-driven interventions in future urban regeneration and beyond.

cs.HC↗

I2EDL: Interactive Instruction Error Detection and Localization

In the Vision-and-Language Navigation in Continuous Environments (VLN-CE) task, the human user guides an autonomous agent to reach a target goal via a series of low-level actions following a textual instruction in natural language. However, most existing methods do not address the likely case where users may make mistakes when providing such instruction (e.g. "turn left" instead of "turn right"). In this work, we address a novel task of Interactive VLN in Continuous Environments (IVLN-CE), which allows the agent to interact with the user during the VLN-CE navigation to verify any doubts regarding the instruction errors. We propose an Interactive Instruction Error Detector and Localizer (I2EDL) that triggers the user-agent interaction upon the detection of instruction errors during the navigation. We leverage a pre-trained module to detect instruction errors and pinpoint them in the instruction by cross-referencing the textual input and past observations. In such way, the agent is able to query the user for a timely correction, without demanding the user's cognitive load, as we locate the probable errors to a precise part of the instruction. We evaluate the proposed I2EDL on a dataset of instructions containing errors, and further devise a novel metric, the Success weighted by Interaction Number (SIN), to reflect both the navigation performance and the interaction effectiveness. We show how the proposed method can ask focused requests for corrections to the user, which in turn increases the navigation success, while minimizing the interactions.

cs.RO↗

XBG: End-to-end Imitation Learning for Autonomous Behaviour in Human-Robot Interaction and Collaboration

This paper presents XBG (eXteroceptive Behaviour Generation), a multimodal end-to-end Imitation Learning (IL) system for a whole-body autonomous humanoid robot used in real-world Human-Robot Interaction (HRI) scenarios. The main contribution of this paper is an architecture for learning HRI behaviours using a data-driven approach. Through teleoperation, a diverse dataset is collected, comprising demonstrations across multiple HRI scenarios, including handshaking, handwaving, payload reception, walking, and walking with a payload. After synchronizing, filtering, and transforming the data, different Deep Neural Networks (DNN) models are trained. The final system integrates different modalities comprising exteroceptive and proprioceptive sources of information to provide the robot with an understanding of its environment and its own actions. The robot takes sequence of images (RGB and depth) and joints state information during the interactions and then reacts accordingly, demonstrating learned behaviours. By fusing multimodal signals in time, we encode new autonomous capabilities into the robotic platform, allowing the understanding of context changes over time. The models are deployed on ergoCub, a real-world humanoid robot, and their performance is measured by calculating the success rate of the robot's behaviour under the mentioned scenarios.

cs.RO↗

Anticipating Next Active Objects for Egocentric Videos

This paper addresses the problem of anticipating the next-active-object location in the future, for a given egocentric video clip where the contact might happen, before any action takes place. The problem is considerably hard, as we aim at estimating the position of such objects in a scenario where the observed clip and the action segment are separated by the so-called ``time to contact'' (TTC) segment. Many methods have been proposed to anticipate the action of a person based on previous hand movements and interactions with the surroundings. However, there have been no attempts to investigate the next possible interactable object, and its future location with respect to the first-person's motion and the field-of-view drift during the TTC window. We define this as the task of Anticipating the Next ACTive Object (ANACTO). To this end, we propose a transformer-based self-attention framework to identify and locate the next-active-object in an egocentric clip. We benchmark our method on three datasets: EpicKitchens-100, EGTEA+ and Ego4D. We also provide annotations for the first two datasets. Our approach performs best compared to relevant baseline methods. We also conduct ablation studies to understand the effectiveness of the proposed and baseline methods on varying conditions. Code and ANACTO task annotations will be made available upon paper acceptance.

cs.CV↗

Contrastive Gaussian Clustering: Weakly Supervised 3D Scene Segmentation

We introduce Contrastive Gaussian Clustering, a novel approach capable of provide segmentation masks from any viewpoint and of enabling 3D segmentation of the scene. Recent works in novel-view synthesis have shown how to model the appearance of a scene via a cloud of 3D Gaussians, and how to generate accurate images from a given viewpoint by projecting on it the Gaussians before $α$ blending their color. Following this example, we train a model to include also a segmentation feature vector for each Gaussian. These can then be used for 3D scene segmentation, by clustering Gaussians according to their feature vectors; and to generate 2D segmentation masks, by projecting the Gaussians on a plane and $α$ blending over their segmentation features. Using a combination of contrastive learning and spatial regularization, our method can be trained on inconsistent 2D segmentation masks, and still learn to generate segmentation masks consistent across all views. Moreover, the resulting model is extremely accurate, improving the IoU accuracy of the predicted masks by $+8\%$ over the state of the art. Code and trained models will be released soon.

cs.CV↗

Uncertainty-guided Open-Set Source-Free Unsupervised Domain Adaptation with Target-private Class Segregation

Standard Unsupervised Domain Adaptation (UDA) aims to transfer knowledge from a labeled source domain to an unlabeled target but usually requires simultaneous access to both source and target data. Moreover, UDA approaches commonly assume that source and target domains share the same labels space. Yet, these two assumptions are hardly satisfied in real-world scenarios. This paper considers the more challenging Source-Free Open-set Domain Adaptation (SF-OSDA) setting, where both assumptions are dropped. We propose a novel approach for SF-OSDA that exploits the granularity of target-private categories by segregating their samples into multiple unknown classes. Starting from an initial clustering-based assignment, our method progressively improves the segregation of target-private samples by refining their pseudo-labels with the guide of an uncertainty-based sample selection module. Additionally, we propose a novel contrastive loss, named NL-InfoNCELoss, that, integrating negative learning into self-supervised contrastive learning, enhances the model robustness to noisy pseudo-labels. Extensive experiments on benchmark datasets demonstrate the superiority of the proposed method over existing approaches, establishing new state-of-the-art performance. Notably, additional analyses show that our method is able to learn the underlying semantics of novel classes, opening the possibility to perform novel class discovery.

cs.CV↗

IFFNeRF: Initialisation Free and Fast 6DoF pose estimation from a single image and a NeRF model

We introduce IFFNeRF to estimate the six degrees-of-freedom (6DoF) camera pose of a given image, building on the Neural Radiance Fields (NeRF) formulation. IFFNeRF is specifically designed to operate in real-time and eliminates the need for an initial pose guess that is proximate to the sought solution. IFFNeRF utilizes the Metropolis-Hasting algorithm to sample surface points from within the NeRF model. From these sampled points, we cast rays and deduce the color for each ray through pixel-level view synthesis. The camera pose can then be estimated as the solution to a Least Squares problem by selecting correspondences between the query image and the resulting bundle. We facilitate this process through a learned attention mechanism, bridging the query image embedding with the embedding of parameterized rays, thereby matching rays pertinent to the image. Through synthetic and real evaluation settings, we show that our method can improve the angular and translation error accuracy by 80.1% and 67.3%, respectively, compared to iNeRF while performing at 34fps on consumer hardware and not requiring the initial pose guess.

cs.CV↗

PRAGO: Differentiable Multi-View Pose Optimization From Objectness Detections

Robustly estimating camera poses from a set of images is a fundamental task which remains challenging for differentiable methods, especially in the case of small and sparse camera pose graphs. To overcome this challenge, we propose Pose-refined Rotation Averaging Graph Optimization (PRAGO). From a set of objectness detections on unordered images, our method reconstructs the rotational pose, and in turn, the absolute pose, in a differentiable manner benefiting from the optimization of a sequence of geometrical tasks. We show how our objectness pose-refinement module in PRAGO is able to refine the inherent ambiguities in pairwise relative pose estimation without removing edges and avoiding making early decisions on the viability of graph edges. PRAGO then refines the absolute rotations through iterative graph construction, reweighting the graph edges to compute the final rotational pose, which can be converted into absolute poses using translation averaging. We show that PRAGO is able to outperform non-differentiable solvers on small and sparse scenes extracted from 7-Scenes achieving a relative improvement of 21% for rotations while achieving similar translation estimates.

cs.CV↗

Towards the Reusability and Compositionality of Causal Representations

Causal Representation Learning (CRL) aims at identifying high-level causal factors and their relationships from high-dimensional observations, e.g., images. While most CRL works focus on learning causal representations in a single environment, in this work we instead propose a first step towards learning causal representations from temporal sequences of images that can be adapted in a new environment, or composed across multiple related environments. In particular, we introduce DECAF, a framework that detects which causal factors can be reused and which need to be adapted from previously learned causal representations. Our approach is based on the availability of intervention targets, that indicate which variables are perturbed at each time step. Experiments on three benchmark datasets show that integrating our framework with four state-of-the-art CRL approaches leads to accurate representations in a new environment with only a few samples.

cs.LG↗