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Bo He

Publications and source records attributed to Bo He.

At least 37 records · Page 2Linked to original sources

OmniVid: A Generative Framework for Universal Video Understanding

The core of video understanding tasks, such as recognition, captioning, and tracking, is to automatically detect objects or actions in a video and analyze their temporal evolution. Despite sharing a common goal, different tasks often rely on distinct model architectures and annotation formats. In contrast, natural language processing benefits from a unified output space, i.e., text sequences, which simplifies the training of powerful foundational language models, such as GPT-3, with extensive training corpora. Inspired by this, we seek to unify the output space of video understanding tasks by using languages as labels and additionally introducing time and box tokens. In this way, a variety of video tasks could be formulated as video-grounded token generation. This enables us to address various types of video tasks, including classification (such as action recognition), captioning (covering clip captioning, video question answering, and dense video captioning), and localization tasks (such as visual object tracking) within a fully shared encoder-decoder architecture, following a generative framework. Through comprehensive experiments, we demonstrate such a simple and straightforward idea is quite effective and can achieve state-of-the-art or competitive results on seven video benchmarks, providing a novel perspective for more universal video understanding. Code is available at https://github.com/wangjk666/OmniVid.

cs.CV↗

To See is to Believe: Prompting GPT-4V for Better Visual Instruction Tuning

Existing visual instruction tuning methods typically prompt large language models with textual descriptions to generate instruction-following data. Despite the promising performance achieved, these descriptions are derived from image annotations, which are oftentimes coarse-grained. Furthermore, the instructions might even contradict the visual content without observing the entire visual context. To address this challenge, we introduce a fine-grained visual instruction dataset, LVIS-Instruct4V, which contains 220K visually aligned and context-aware instructions produced by prompting the powerful GPT-4V with images from LVIS. Through experimental validation and case studies, we demonstrate that high-quality visual instructional data could improve the performance of LLaVA-1.5, a state-of-the-art large multimodal model, across a wide spectrum of benchmarks by clear margins. Notably, by simply replacing the LLaVA-Instruct with our LVIS-Instruct4V, we achieve better results than LLaVA on most challenging LMM benchmarks, e.g., LLaVA$^w$ (76.7 vs. 70.7) and MM-Vet (40.2 vs. 35.4). We release our data and model at https://github.com/X2FD/LVIS-INSTRUCT4V.

cs.CV↗

Chop & Learn: Recognizing and Generating Object-State Compositions

Recognizing and generating object-state compositions has been a challenging task, especially when generalizing to unseen compositions. In this paper, we study the task of cutting objects in different styles and the resulting object state changes. We propose a new benchmark suite Chop & Learn, to accommodate the needs of learning objects and different cut styles using multiple viewpoints. We also propose a new task of Compositional Image Generation, which can transfer learned cut styles to different objects, by generating novel object-state images. Moreover, we also use the videos for Compositional Action Recognition, and show valuable uses of this dataset for multiple video tasks. Project website: https://chopnlearn.github.io.

cs.CV↗

Align and Attend: Multimodal Summarization with Dual Contrastive Losses

The goal of multimodal summarization is to extract the most important information from different modalities to form output summaries. Unlike the unimodal summarization, the multimodal summarization task explicitly leverages cross-modal information to help generate more reliable and high-quality summaries. However, existing methods fail to leverage the temporal correspondence between different modalities and ignore the intrinsic correlation between different samples. To address this issue, we introduce Align and Attend Multimodal Summarization (A2Summ), a unified multimodal transformer-based model which can effectively align and attend the multimodal input. In addition, we propose two novel contrastive losses to model both inter-sample and intra-sample correlations. Extensive experiments on two standard video summarization datasets (TVSum and SumMe) and two multimodal summarization datasets (Daily Mail and CNN) demonstrate the superiority of A2Summ, achieving state-of-the-art performances on all datasets. Moreover, we collected a large-scale multimodal summarization dataset BLiSS, which contains livestream videos and transcribed texts with annotated summaries. Our code and dataset are publicly available at ~\url{https://boheumd.github.io/A2Summ/}.

cs.CV↗

Towards Scalable Neural Representation for Diverse Videos

Implicit neural representations (INR) have gained increasing attention in representing 3D scenes and images, and have been recently applied to encode videos (e.g., NeRV, E-NeRV). While achieving promising results, existing INR-based methods are limited to encoding a handful of short videos (e.g., seven 5-second videos in the UVG dataset) with redundant visual content, leading to a model design that fits individual video frames independently and is not efficiently scalable to a large number of diverse videos. This paper focuses on developing neural representations for a more practical setup -- encoding long and/or a large number of videos with diverse visual content. We first show that instead of dividing videos into small subsets and encoding them with separate models, encoding long and diverse videos jointly with a unified model achieves better compression results. Based on this observation, we propose D-NeRV, a novel neural representation framework designed to encode diverse videos by (i) decoupling clip-specific visual content from motion information, (ii) introducing temporal reasoning into the implicit neural network, and (iii) employing the task-oriented flow as intermediate output to reduce spatial redundancies. Our new model largely surpasses NeRV and traditional video compression techniques on UCF101 and UVG datasets on the video compression task. Moreover, when used as an efficient data-loader, D-NeRV achieves 3%-10% higher accuracy than NeRV on action recognition tasks on the UCF101 dataset under the same compression ratios.

cs.CV↗

CNeRV: Content-adaptive Neural Representation for Visual Data

Compression and reconstruction of visual data have been widely studied in the computer vision community, even before the popularization of deep learning. More recently, some have used deep learning to improve or refine existing pipelines, while others have proposed end-to-end approaches, including autoencoders and implicit neural representations, such as SIREN and NeRV. In this work, we propose Neural Visual Representation with Content-adaptive Embedding (CNeRV), which combines the generalizability of autoencoders with the simplicity and compactness of implicit representation. We introduce a novel content-adaptive embedding that is unified, concise, and internally (within-video) generalizable, that compliments a powerful decoder with a single-layer encoder. We match the performance of NeRV, a state-of-the-art implicit neural representation, on the reconstruction task for frames seen during training while far surpassing for frames that are skipped during training (unseen images). To achieve similar reconstruction quality on unseen images, NeRV needs 120x more time to overfit per-frame due to its lack of internal generalization. With the same latent code length and similar model size, CNeRV outperforms autoencoders on reconstruction of both seen and unseen images. We also show promising results for visual data compression. More details can be found in the project pagehttps://haochen-rye.github.io/CNeRV/

cs.CV↗

Intrinsic bending flexoelectric constants in two-dimensional materials

Flexoelectricity is a form of electromechanical coupling that has recently emerged because, unlike piezoelectricity, it is theoretically possible in any dielectric material. Two-dimensional (2D) materials have also garnered significant interest because of their unusual electromechanical properties and high flexibility, but the intrinsic flexoelectric properties of these materials remain unresolved. In this work, using atomistic modeling accounting for charge-dipole interactions, we report the intrinsic flexoelectric constants for a range of two-dimensional materials, including graphene allotropes, nitrides, graphene analogs of group-IV elements, and the transition metal dichalcogenides (TMDCs). We accomplish this through a proposed mechanical bending scheme that eliminates the piezoelectric contribution to the total polarization, which enables us to directly measure the flexoelectric constants. While flat 2D materials like graphene have low flexoelectric constants due to weak $π-σ$ interactions, buckling is found to increase the flexoelectric constants in monolayer group-IV elements. Finally, due to significantly enhanced charge transfer coupled with structural asymmetry due to bending, the TMDCs are found to have the largest flexoelectric constants, including MoS$_{2}$ having a flexoelectric constant ten times larger than graphene.

cond-mat.mtrl-sci↗

High flexoelectric constants in Janus transition-metal dichalcogenides

Due to their combination of mechanical stiffness and flexibility, two-dimensional (2D) materials have received significant interest as potential electromechanical materials. Flexoelectricity is an electromechanical coupling between strain gradient and polarization. Unlike piezoelectricity, which exists only in non-centrosymmetric materials, flexoelectricity theoretically exists in all dielectric materials. However, most work on the electromechanical energy conversion potential of 2D materials has focused on their piezoelectric, and not flexoelectric behavior and properties. In the present work, we demonstrate that the intrinsic structural asymmetry present in monolayer Janus transition metal dichalcogenides (TMDCs) enables significant flexoelectric properties. We report these flexoelectric properties using a recently developed charge-dipole model that couples with classical molecular dynamics simulations. By employing a prescribed bending deformation, we directly calculate the flexoelectric constants while eliminating the piezoelectric contribution to the polarization. We find that the flexoelectric response of a Janus TMDC is positively correlated to its initial degree of asymmetry, which contributes to stronger $σ-σ$ interactions as the initial degree of asymmetry rises. In addition, the high transfer of charge across atoms in Janus TMDCs leads to larger electric fields due to $π-σ$ coupling. These enhanced $σ-σ$ and $π-σ$ interactions are found to cause the flexoelectric coefficients of the Janus TMDCs to be several times higher than traditional TMDCs such as MoS$_{2}$, whose flexoelectric constant is already ten times larger than graphene.

cond-mat.mtrl-sci↗

Learning Semantic Correspondence with Sparse Annotations

Finding dense semantic correspondence is a fundamental problem in computer vision, which remains challenging in complex scenes due to background clutter, extreme intra-class variation, and a severe lack of ground truth. In this paper, we aim to address the challenge of label sparsity in semantic correspondence by enriching supervision signals from sparse keypoint annotations. To this end, we first propose a teacher-student learning paradigm for generating dense pseudo-labels and then develop two novel strategies for denoising pseudo-labels. In particular, we use spatial priors around the sparse annotations to suppress the noisy pseudo-labels. In addition, we introduce a loss-driven dynamic label selection strategy for label denoising. We instantiate our paradigm with two variants of learning strategies: a single offline teacher setting, and mutual online teachers setting. Our approach achieves notable improvements on three challenging benchmarks for semantic correspondence and establishes the new state-of-the-art. Project page: https://shuaiyihuang.github.io/publications/SCorrSAN.

cs.CV↗

ColdGuess: A General and Effective Relational Graph Convolutional Network to Tackle Cold Start Cases

Low-quality listings and bad actor behavior in online retail websites threatens e-commerce business as these result in sub-optimal buying experience and erode customer trust. When a new listing is created, how to tell it has good-quality? Is the method effective, fast, and scalable? Previous approaches often have three limitations/challenges: (1) unable to handle cold start problems where new sellers/listings lack sufficient selling histories. (2) inability of scoring hundreds of millions of listings at scale, or compromise performance for scalability. (3) has space challenges from large-scale graph with giant e-commerce business size. To overcome these limitations/challenges, we proposed ColdGuess, an inductive graph-based risk predictor built upon a heterogeneous seller product graph, which effectively identifies risky seller/product/listings at scale. ColdGuess tackles the large-scale graph by consolidated nodes, and addresses the cold start problems using homogeneous influence1. The evaluation on real data demonstrates that ColdGuess has stable performance as the number of unknown features increases. It outperforms the lightgbm2 by up to 34 pcp ROC-AUC in a cold start case when a new seller sells a new product . The resulting system, ColdGuess, is effective, adaptable to changing risky seller behavior, and is already in production

cs.LG↗

ASM-Loc: Action-aware Segment Modeling for Weakly-Supervised Temporal Action Localization

Weakly-supervised temporal action localization aims to recognize and localize action segments in untrimmed videos given only video-level action labels for training. Without the boundary information of action segments, existing methods mostly rely on multiple instance learning (MIL), where the predictions of unlabeled instances (i.e., video snippets) are supervised by classifying labeled bags (i.e., untrimmed videos). However, this formulation typically treats snippets in a video as independent instances, ignoring the underlying temporal structures within and across action segments. To address this problem, we propose \system, a novel WTAL framework that enables explicit, action-aware segment modeling beyond standard MIL-based methods. Our framework entails three segment-centric components: (i) dynamic segment sampling for compensating the contribution of short actions; (ii) intra- and inter-segment attention for modeling action dynamics and capturing temporal dependencies; (iii) pseudo instance-level supervision for improving action boundary prediction. Furthermore, a multi-step refinement strategy is proposed to progressively improve action proposals along the model training process. Extensive experiments on THUMOS-14 and ActivityNet-v1.3 demonstrate the effectiveness of our approach, establishing new state of the art on both datasets. The code and models are publicly available at~\url{https://github.com/boheumd/ASM-Loc}.

cs.CV↗

GTA: Global Temporal Attention for Video Action Understanding

Self-attention learns pairwise interactions to model long-range dependencies, yielding great improvements for video action recognition. In this paper, we seek a deeper understanding of self-attention for temporal modeling in videos. We first demonstrate that the entangled modeling of spatio-temporal information by flattening all pixels is sub-optimal, failing to capture temporal relationships among frames explicitly. To this end, we introduce Global Temporal Attention (GTA), which performs global temporal attention on top of spatial attention in a decoupled manner. We apply GTA on both pixels and semantically similar regions to capture temporal relationships at different levels of spatial granularity. Unlike conventional self-attention that computes an instance-specific attention matrix, GTA directly learns a global attention matrix that is intended to encode temporal structures that generalize across different samples. We further augment GTA with a cross-channel multi-head fashion to exploit channel interactions for better temporal modeling. Extensive experiments on 2D and 3D networks demonstrate that our approach consistently enhances temporal modeling and provides state-of-the-art performance on three video action recognition datasets.

cs.CV↗

NeRV: Neural Representations for Videos

We propose a novel neural representation for videos (NeRV) which encodes videos in neural networks. Unlike conventional representations that treat videos as frame sequences, we represent videos as neural networks taking frame index as input. Given a frame index, NeRV outputs the corresponding RGB image. Video encoding in NeRV is simply fitting a neural network to video frames and decoding process is a simple feedforward operation. As an image-wise implicit representation, NeRV output the whole image and shows great efficiency compared to pixel-wise implicit representation, improving the encoding speed by 25x to 70x, the decoding speed by 38x to 132x, while achieving better video quality. With such a representation, we can treat videos as neural networks, simplifying several video-related tasks. For example, conventional video compression methods are restricted by a long and complex pipeline, specifically designed for the task. In contrast, with NeRV, we can use any neural network compression method as a proxy for video compression, and achieve comparable performance to traditional frame-based video compression approaches (H.264, HEVC \etc). Besides compression, we demonstrate the generalization of NeRV for video denoising. The source code and pre-trained model can be found at https://github.com/haochen-rye/NeRV.git.

cs.CV↗

Feature Combination Meets Attention: Baidu Soccer Embeddings and Transformer based Temporal Detection

With rapidly evolving internet technologies and emerging tools, sports related videos generated online are increasing at an unprecedentedly fast pace. To automate sports video editing/highlight generation process, a key task is to precisely recognize and locate the events in the long untrimmed videos. In this tech report, we present a two-stage paradigm to detect what and when events happen in soccer broadcast videos. Specifically, we fine-tune multiple action recognition models on soccer data to extract high-level semantic features, and design a transformer based temporal detection module to locate the target events. This approach achieved the state-of-the-art performance in both two tasks, i.e., action spotting and replay grounding, in the SoccerNet-v2 Challenge, under CVPR 2021 ActivityNet workshop. Our soccer embedding features are released at https://github.com/baidu-research/vidpress-sports. By sharing these features with the broader community, we hope to accelerate the research into soccer video understanding.

cs.CV↗

GAN-Based Interactive Reinforcement Learning from Demonstration and Human Evaluative Feedback

Deep reinforcement learning (DRL) has achieved great successes in many simulated tasks. The sample inefficiency problem makes applying traditional DRL methods to real-world robots a great challenge. Generative Adversarial Imitation Learning (GAIL) -- a general model-free imitation learning method, allows robots to directly learn policies from expert trajectories in large environments. However, GAIL shares the limitation of other imitation learning methods that they can seldom surpass the performance of demonstrations. In this paper, to address the limit of GAIL, we propose GAN-Based Interactive Reinforcement Learning (GAIRL) from demonstration and human evaluative feedback by combining the advantages of GAIL and interactive reinforcement learning. We tested our proposed method in six physics-based control tasks, ranging from simple low-dimensional control tasks -- Cart Pole and Mountain Car, to difficult high-dimensional tasks -- Inverted Double Pendulum, Lunar Lander, Hopper and HalfCheetah. Our results suggest that with both optimal and suboptimal demonstrations, a GAIRL agent can always learn a more stable policy with optimal or close to optimal performance, while the performance of the GAIL agent is upper bounded by the performance of demonstrations or even worse than it. In addition, our results indicate the reason that GAIRL is superior over GAIL is the complementary effect of demonstrations and human evaluative feedback.

cs.LG↗

Deep Interactive Reinforcement Learning for Path Following of Autonomous Underwater Vehicle

Autonomous underwater vehicle (AUV) plays an increasingly important role in ocean exploration. Existing AUVs are usually not fully autonomous and generally limited to pre-planning or pre-programming tasks. Reinforcement learning (RL) and deep reinforcement learning have been introduced into the AUV design and research to improve its autonomy. However, these methods are still difficult to apply directly to the actual AUV system because of the sparse rewards and low learning efficiency. In this paper, we proposed a deep interactive reinforcement learning method for path following of AUV by combining the advantages of deep reinforcement learning and interactive RL. In addition, since the human trainer cannot provide human rewards for AUV when it is running in the ocean and AUV needs to adapt to a changing environment, we further propose a deep reinforcement learning method that learns from both human rewards and environmental rewards at the same time. We test our methods in two path following tasks---straight line and sinusoids curve following of AUV by simulating in the Gazebo platform. Our experimental results show that with our proposed deep interactive RL method, AUV can converge faster than a DQN learner from only environmental reward. Moreover, AUV learning with our deep RL from both human and environmental rewards can also achieve a similar or even better performance than that with the deep interactive RL method and can adapt to the actual environment by further learning from environmental rewards.

cs.AI↗

Improving Interactive Reinforcement Agent Planning with Human Demonstration

TAMER has proven to be a powerful interactive reinforcement learning method for allowing ordinary people to teach and personalize autonomous agents' behavior by providing evaluative feedback. However, a TAMER agent planning with UCT---a Monte Carlo Tree Search strategy, can only update states along its path and might induce high learning cost especially for a physical robot. In this paper, we propose to drive the agent's exploration along the optimal path and reduce the learning cost by initializing the agent's reward function via inverse reinforcement learning from demonstration. We test our proposed method in the RL benchmark domain---Grid World---with different discounts on human reward. Our results show that learning from demonstration can allow a TAMER agent to learn a roughly optimal policy up to the deepest search and encourage the agent to explore along the optimal path. In addition, we find that learning from demonstration can improve the learning efficiency by reducing total feedback, the number of incorrect actions and increasing the ratio of correct actions to obtain an optimal policy, allowing a TAMER agent to converge faster.

cs.AI↗

There is no Diophantine quintuple

A set of $m$ positive integers $\{a_1, a_2, \dots , a_m\}$ is called a Diophantine $m$-tuple if $a_i a_j + 1$ is a perfect square for all $1 \le i < j \le m$. In 2004 Dujella proved that there is no Diophantine sextuple and that there are at most finitely many Diophantine quintuples. In particular, a folklore conjecture concerning Diophantine $m$-tuples states that no Diophantine quintuple exists at all. In this paper we prove this conjecture.

math.NT↗