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Cewu Lu

Publications and source records attributed to Cewu Lu.

At least 253 records · Page 14Linked to original sources

Symmetry and Group in Attribute-Object Compositions

Attributes and objects can compose diverse compositions. To model the compositional nature of these general concepts, it is a good choice to learn them through transformations, such as coupling and decoupling. However, complex transformations need to satisfy specific principles to guarantee the rationality. In this paper, we first propose a previously ignored principle of attribute-object transformation: Symmetry. For example, coupling peeled-apple with attribute peeled should result in peeled-apple, and decoupling peeled from apple should still output apple. Incorporating the symmetry principle, a transformation framework inspired by group theory is built, i.e. SymNet. SymNet consists of two modules, Coupling Network and Decoupling Network. With the group axioms and symmetry property as objectives, we adopt Deep Neural Networks to implement SymNet and train it in an end-to-end paradigm. Moreover, we propose a Relative Moving Distance (RMD) based recognition method to utilize the attribute change instead of the attribute pattern itself to classify attributes. Our symmetry learning can be utilized for the Compositional Zero-Shot Learning task and outperforms the state-of-the-art on widely-used benchmarks. Code is available at https://github.com/DirtyHarryLYL/SymNet.

cs.CV↗

GraspNet: A Large-Scale Clustered and Densely Annotated Dataset for Object Grasping

Object grasping is critical for many applications, which is also a challenging computer vision problem. However, for the clustered scene, current researches suffer from the problems of insufficient training data and the lacking of evaluation benchmarks. In this work, we contribute a large-scale grasp pose detection dataset with a unified evaluation system. Our dataset contains 87,040 RGBD images with over 370 million grasp poses. Meanwhile, our evaluation system directly reports whether a grasping is successful or not by analytic computation, which is able to evaluate any kind of grasp poses without exhausted labeling pose ground-truth. We conduct extensive experiments to show that our dataset and evaluation system can align well with real-world experiments. Our dataset, source code and models will be made publicly available.

cs.CV↗

Pointwise Rotation-Invariant Network with Adaptive Sampling and 3D Spherical Voxel Convolution

Point cloud analysis without pose priors is very challenging in real applications, as the orientations of point clouds are often unknown. In this paper, we propose a brand new point-set learning framework PRIN, namely, Pointwise Rotation-Invariant Network, focusing on rotation-invariant feature extraction in point clouds analysis. We construct spherical signals by Density Aware Adaptive Sampling to deal with distorted point distributions in spherical space. In addition, we propose Spherical Voxel Convolution and Point Re-sampling to extract rotation-invariant features for each point. Our network can be applied to tasks ranging from object classification, part segmentation, to 3D feature matching and label alignment. We show that, on the dataset with randomly rotated point clouds, PRIN demonstrates better performance than state-of-the-art methods without any data augmentation. We also provide theoretical analysis for the rotation-invariance achieved by our methods.

cs.CV↗

3D Objectness Estimation via Bottom-up Regret Grouping

3D objectness estimation, namely discovering semantic objects from 3D scene, is a challenging and significant task in 3D understanding. In this paper, we propose a 3D objectness method working in a bottom-up manner. Beginning with over-segmented 3D segments, we iteratively group them into object proposals by learning an ingenious grouping predictor to determine whether two 3D segments can be grouped or not. To enhance robustness, a novel regret mechanism is presented to withdraw incorrect grouping operations. Hence the irreparable consequences brought by mistaken grouping in prior bottom-up works can be greatly reduced. Our experiments show that our method outperforms state-of-the-art 3D objectness methods with a small number of proposals in two difficult datasets, GMU-kitchen and CTD. Further ablation study also demonstrates the effectiveness of our grouping predictor and regret mechanism.

cs.CV↗

Transferable Force-Torque Dynamics Model for Peg-in-hole Task

We present a learning-based force-torque dynamics to achieve model-based control for contact-rich peg-in-hole task using force-only inputs. Learning the force-torque dynamics is challenging because of the ambiguity of the low-dimensional 6-d force signal and the requirement of excessive training data. To tackle these problems, we propose a multi-pose force-torque state representation, based on which a dynamics model is learned with the data generated in a sample-efficient offline fashion. In addition, by training the dynamics model with peg-and-holes of various shapes, scales, and elasticities, the model could quickly transfer to new peg-and-holes after a small number of trials. Extensive experiments show that our dynamics model could adapt to unseen peg-and-holes with 70% fewer samples required compared to learning from scratch. Along with the learned dynamics, model predictive control and model-based reinforcement learning policies achieve over 80% insertion success rate. Our video is available at https://youtu.be/ZAqldpVZgm4.

cs.RO↗

RGB-D Individual Segmentation

Fine-grained recognition task deals with sub-category classification problem, which is important for real-world applications. In this work, we are particularly interested in the segmentation task on the \emph{finest-grained} level, which is specifically named "individual segmentation". In other words, the individual-level category has no sub-category under it. Segmentation problem in the individual level reveals some new properties, limited training data for single individual object, unknown background, and difficulty for the use of depth. To address these new problems, we propose a "Context Less-Aware" (CoLA) pipeline, which produces RGB-D object-predominated images that have less background context, and enables a scale-aware training and testing with 3D information. Extensive experiments show that the proposed CoLA strategy largely outperforms baseline methods on YCB-Video dataset and our proposed Supermarket-10K dataset. Code, trained model and new dataset will be published with this paper.

cs.CV↗

Deep RNN Framework for Visual Sequential Applications

Extracting temporal and representation features efficiently plays a pivotal role in understanding visual sequence information. To deal with this, we propose a new recurrent neural framework that can be stacked deep effectively. There are mainly two novel designs in our deep RNN framework: one is a new RNN module called Context Bridge Module (CBM) which splits the information flowing along the sequence (temporal direction) and along depth (spatial representation direction), making it easier to train when building deep by balancing these two directions; the other is the Overlap Coherence Training Scheme that reduces the training complexity for long visual sequential tasks on account of the limitation of computing resources. We provide empirical evidence to show that our deep RNN framework is easy to optimize and can gain accuracy from the increased depth on several visual sequence problems. On these tasks, we evaluate our deep RNN framework with 15 layers, 7* than conventional RNN networks, but it is still easy to train. Our deep framework achieves more than 11% relative improvements over shallow RNN models on Kinetics, UCF-101, and HMDB-51 for video classification. For auxiliary annotation, after replacing the shallow RNN part of Polygon-RNN with our 15-layer deep CBM, the performance improves by 14.7%. For video future prediction, our deep RNN improves the state-of-the-art shallow model's performance by 2.4% on PSNR and SSIM. The code and trained models are published accompanied by this paper: https://github.com/BoPang1996/Deep-RNN-Framework.

cs.CV↗

6-PACK: Category-level 6D Pose Tracker with Anchor-Based Keypoints

We present 6-PACK, a deep learning approach to category-level 6D object pose tracking on RGB-D data. Our method tracks in real-time novel object instances of known object categories such as bowls, laptops, and mugs. 6-PACK learns to compactly represent an object by a handful of 3D keypoints, based on which the interframe motion of an object instance can be estimated through keypoint matching. These keypoints are learned end-to-end without manual supervision in order to be most effective for tracking. Our experiments show that our method substantially outperforms existing methods on the NOCS category-level 6D pose estimation benchmark and supports a physical robot to perform simple vision-based closed-loop manipulation tasks. Our code and video are available at https://sites.google.com/view/6packtracking.

cs.CV↗

Template-Instance Loss for Offline Handwritten Chinese Character Recognition

The long-standing challenges for offline handwritten Chinese character recognition (HCCR) are twofold: Chinese characters can be very diverse and complicated while similarly looking, and cursive handwriting (due to increased writing speed and infrequent pen lifting) makes strokes and even characters connected together in a flowing manner. In this paper, we propose the template and instance loss functions for the relevant machine learning tasks in offline handwritten Chinese character recognition. First, the character template is designed to deal with the intrinsic similarities among Chinese characters. Second, the instance loss can reduce category variance according to classification difficulty, giving a large penalty to the outlier instance of handwritten Chinese character. Trained with the new loss functions using our deep network architecture HCCR14Layer model consisting of simple layers, our extensive experiments show that it yields state-of-the-art performance and beyond for offline HCCR.

cs.CV↗

InstaBoost: Boosting Instance Segmentation via Probability Map Guided Copy-Pasting

Instance segmentation requires a large number of training samples to achieve satisfactory performance and benefits from proper data augmentation. To enlarge the training set and increase the diversity, previous methods have investigated using data annotation from other domain (e.g. bbox, point) in a weakly supervised mechanism. In this paper, we present a simple, efficient and effective method to augment the training set using the existing instance mask annotations. Exploiting the pixel redundancy of the background, we are able to improve the performance of Mask R-CNN for 1.7 mAP on COCO dataset and 3.3 mAP on Pascal VOC dataset by simply introducing random jittering to objects. Furthermore, we propose a location probability map based approach to explore the feasible locations that objects can be placed based on local appearance similarity. With the guidance of such map, we boost the performance of R101-Mask R-CNN on instance segmentation from 35.7 mAP to 37.9 mAP without modifying the backbone or network structure. Our method is simple to implement and does not increase the computational complexity. It can be integrated into the training pipeline of any instance segmentation model without affecting the training and inference efficiency. Our code and models have been released at https://github.com/GothicAi/InstaBoost

cs.CV↗

Cross-Domain Adaptation for Animal Pose Estimation

In this paper, we are interested in pose estimation of animals. Animals usually exhibit a wide range of variations on poses and there is no available animal pose dataset for training and testing. To address this problem, we build an animal pose dataset to facilitate training and evaluation. Considering the heavy labor needed to label dataset and it is impossible to label data for all concerned animal species, we, therefore, proposed a novel cross-domain adaptation method to transform the animal pose knowledge from labeled animal classes to unlabeled animal classes. We use the modest animal pose dataset to adapt learned knowledge to multiple animals species. Moreover, humans also share skeleton similarities with some animals (especially four-footed mammals). Therefore, the easily available human pose dataset, which is of a much larger scale than our labeled animal dataset, provides important prior knowledge to boost up the performance on animal pose estimation. Experiments show that our proposed method leverages these pieces of prior knowledge well and achieves convincing results on animal pose estimation.

cs.CV↗

Three Branches: Detecting Actions With Richer Features

We present our three branch solutions for International Challenge on Activity Recognition at CVPR2019. This model seeks to fuse richer information of global video clip, short human attention and long-term human activity into a unified model. We have participated in two tasks: Task A, the Kinetics challenge and Task B, spatio-temporal action localization challenge. For Kinetics, we achieve 21.59% error rate. For the AVA challenge, our final model obtains 32.49% mAP on the test sets, which outperforms all submissions to the AVA challenge at CVPR 2018 for more than 10% mAP. As the future work, we will introduce human activity knowledge, which is a new dataset including key information of human activity.

cs.CV↗

Explicit Shape Encoding for Real-Time Instance Segmentation

In this paper, we propose a novel top-down instance segmentation framework based on explicit shape encoding, named \textbf{ESE-Seg}. It largely reduces the computational consumption of the instance segmentation by explicitly decoding the multiple object shapes with tensor operations, thus performs the instance segmentation at almost the same speed as the object detection. ESE-Seg is based on a novel shape signature Inner-center Radius (IR), Chebyshev polynomial fitting and the strong modern object detectors. ESE-Seg with YOLOv3 outperforms the Mask R-CNN on Pascal VOC 2012 at mAP$^r$@0.5 while 7 times faster.

cs.CV↗

HAKE: Human Activity Knowledge Engine

Human activity understanding is crucial for building automatic intelligent system. With the help of deep learning, activity understanding has made huge progress recently. But some challenges such as imbalanced data distribution, action ambiguity, complex visual patterns still remain. To address these and promote the activity understanding, we build a large-scale Human Activity Knowledge Engine (HAKE) based on the human body part states. Upon existing activity datasets, we annotate the part states of all the active persons in all images, thus establish the relationship between instance activity and body part states. Furthermore, we propose a HAKE based part state recognition model with a knowledge extractor named Activity2Vec and a corresponding part state based reasoning network. With HAKE, our method can alleviate the learning difficulty brought by the long-tail data distribution, and bring in interpretability. Now our HAKE has more than 7 M+ part state annotations and is still under construction. We first validate our approach on a part of HAKE in this preliminary paper, where we show 7.2 mAP performance improvement on Human-Object Interaction recognition, and 12.38 mAP improvement on the one-shot subsets.

cs.CV↗

Transferable Interactiveness Knowledge for Human-Object Interaction Detection

Human-Object Interaction (HOI) Detection is an important problem to understand how humans interact with objects. In this paper, we explore Interactiveness Knowledge which indicates whether human and object interact with each other or not. We found that interactiveness knowledge can be learned across HOI datasets, regardless of HOI category settings. Our core idea is to exploit an Interactiveness Network to learn the general interactiveness knowledge from multiple HOI datasets and perform Non-Interaction Suppression before HOI classification in inference. On account of the generalization of interactiveness, interactiveness network is a transferable knowledge learner and can be cooperated with any HOI detection models to achieve desirable results. We extensively evaluate the proposed method on HICO-DET and V-COCO datasets. Our framework outperforms state-of-the-art HOI detection results by a great margin, verifying its efficacy and flexibility. Code is available at https://github.com/DirtyHarryLYL/Transferable-Interactiveness-Network.

cs.CV↗

Combinational Q-Learning for Dou Di Zhu

Deep reinforcement learning (DRL) has gained a lot of attention in recent years, and has been proven to be able to play Atari games and Go at or above human levels. However, those games are assumed to have a small fixed number of actions and could be trained with a simple CNN network. In this paper, we study a special class of Asian popular card games called Dou Di Zhu, in which two adversarial groups of agents must consider numerous card combinations at each time step, leading to huge number of actions. We propose a novel method to handle combinatorial actions, which we call combinational Q-learning (CQL). We employ a two-stage network to reduce action space and also leverage order-invariant max-pooling operations to extract relationships between primitive actions. Results show that our method prevails over state-of-the art methods like naive Q-learning and A3C. We develop an easy-to-use card game environments and train all agents adversarially from sractch, with only knowledge of game rules and verify that our agents are comparative to humans. Our code to reproduce all reported results will be available online.

cs.LG↗

CrowdPose: Efficient Crowded Scenes Pose Estimation and A New Benchmark

Multi-person pose estimation is fundamental to many computer vision tasks and has made significant progress in recent years. However, few previous methods explored the problem of pose estimation in crowded scenes while it remains challenging and inevitable in many scenarios. Moreover, current benchmarks cannot provide an appropriate evaluation for such cases. In this paper, we propose a novel and efficient method to tackle the problem of pose estimation in the crowd and a new dataset to better evaluate algorithms. Our model consists of two key components: joint-candidate single person pose estimation (SPPE) and global maximum joints association. With multi-peak prediction for each joint and global association using graph model, our method is robust to inevitable interference in crowded scenes and very efficient in inference. The proposed method surpasses the state-of-the-art methods on CrowdPose dataset by 5.2 mAP and results on MSCOCO dataset demonstrate the generalization ability of our method. Source code and dataset will be made publicly available.

cs.CV↗

DenseFusion: 6D Object Pose Estimation by Iterative Dense Fusion

A key technical challenge in performing 6D object pose estimation from RGB-D image is to fully leverage the two complementary data sources. Prior works either extract information from the RGB image and depth separately or use costly post-processing steps, limiting their performances in highly cluttered scenes and real-time applications. In this work, we present DenseFusion, a generic framework for estimating 6D pose of a set of known objects from RGB-D images. DenseFusion is a heterogeneous architecture that processes the two data sources individually and uses a novel dense fusion network to extract pixel-wise dense feature embedding, from which the pose is estimated. Furthermore, we integrate an end-to-end iterative pose refinement procedure that further improves the pose estimation while achieving near real-time inference. Our experiments show that our method outperforms state-of-the-art approaches in two datasets, YCB-Video and LineMOD. We also deploy our proposed method to a real robot to grasp and manipulate objects based on the estimated pose.

cs.CV↗