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Christophe De Vleeschouwer

Publications and source records attributed to Christophe De Vleeschouwer.

At least 37 records · Page 2Linked to original sources

CAMELTrack: Context-Aware Multi-cue ExpLoitation for Online Multi-Object Tracking

Online multi-object tracking has been recently dominated by tracking-by-detection (TbD) methods, where recent advances rely on increasingly sophisticated heuristics for tracklet representation, feature fusion, and multi-stage matching. The key strength of TbD lies in its modular design, enabling the integration of specialized off-the-shelf models like motion predictors and re-identification. However, the extensive usage of human-crafted rules for temporal associations makes these methods inherently limited in their ability to capture the complex interplay between various tracking cues. In this work, we introduce CAMEL, a novel association module for Context-Aware Multi-Cue ExpLoitation, that learns resilient association strategies directly from data, breaking free from hand-crafted heuristics while maintaining TbD's valuable modularity. At its core, CAMEL employs two transformer-based modules and relies on a novel association-centric training scheme to effectively model the complex interactions between tracked targets and their various association cues. Unlike end-to-end detection-by-tracking approaches, our method remains lightweight and fast to train while being able to leverage external off-the-shelf models. Our proposed online tracking pipeline, CAMELTrack, achieves state-of-the-art performance on multiple tracking benchmarks. Our code is available at https://github.com/TrackingLaboratory/CAMELTrack.

cs.CV↗

Online Gaussian Test-Time Adaptation of Vision-Language Models

Online test-time adaptation (OTTA) of vision-language models (VLMs) has recently garnered increased attention to take advantage of data observed along a stream to improve future predictions. Unfortunately, existing methods rely on dataset-specific hyperparameters, significantly limiting their adaptability to unseen tasks. In response, we propose Online Gaussian Adaptation (OGA), a novel method that models the likelihoods of visual features using Gaussian distributions and incorporates zero-shot priors into an interpretable Maximum A Posteriori (MAP) estimation framework with fixed hyper-parameters across all datasets. We demonstrate that OGA outperforms state-of-the-art methods on most datasets and runs. Additionally, we show that combining OTTA with popular few-shot techniques (a practical yet overlooked setting in prior research) is highly beneficial. Furthermore, our experimental study reveals that common OTTA evaluation protocols, which average performance over at most three runs per dataset, are inadequate due to the substantial variability observed across runs for all OTTA methods. Therefore, we advocate for more rigorous evaluation practices, including increasing the number of runs and considering additional quantitative metrics, such as our proposed Expected Tail Accuracy (ETA), calculated as the average accuracy in the worst 10% of runs. We hope these contributions will encourage more rigorous and diverse evaluation practices in the OTTA community. Code is available at https://github.com/cfuchs2023/OGA .

cs.CV↗

Enhancing Remote Sensing Vision-Language Models for Zero-Shot Scene Classification

Vision-Language Models for remote sensing have shown promising uses thanks to their extensive pretraining. However, their conventional usage in zero-shot scene classification methods still involves dividing large images into patches and making independent predictions, i.e., inductive inference, thereby limiting their effectiveness by ignoring valuable contextual information. Our approach tackles this issue by utilizing initial predictions based on text prompting and patch affinity relationships from the image encoder to enhance zero-shot capabilities through transductive inference, all without the need for supervision and at a minor computational cost. Experiments on 10 remote sensing datasets with state-of-the-art Vision-Language Models demonstrate significant accuracy improvements over inductive zero-shot classification. Our source code is publicly available on Github: https://github.com/elkhouryk/RS-TransCLIP

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Realistic Test-Time Adaptation of Vision-Language Models

The zero-shot capabilities of Vision-Language Models (VLMs) have been widely leveraged to improve predictive performance. However, previous works on transductive or test-time adaptation (TTA) often make strong assumptions about the data distribution, such as the presence of all classes. Our work challenges these favorable deployment scenarios, and introduces a more realistic evaluation framework, including: (i) a variable number of effective classes for adaptation within a single batch, and (ii) non-i.i.d. batches of test samples in online adaptation settings. We provide comprehensive evaluations, comparisons, and ablation studies that demonstrate how current transductive or TTA methods for VLMs systematically compromise the models' initial zero-shot robustness across various realistic scenarios, favoring performance gains under advantageous assumptions about the test samples' distributions. Furthermore, we introduce StatA, a versatile method that could handle a wide range of deployment scenarios, including those with a variable number of effective classes at test time. Our approach incorporates a novel regularization term designed specifically for VLMs, which acts as a statistical anchor preserving the initial text-encoder knowledge, particularly in low-data regimes. Code available at https://github.com/MaxZanella/StatA.

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SoccerNet 2024 Challenges Results

The SoccerNet 2024 challenges represent the fourth annual video understanding challenges organized by the SoccerNet team. These challenges aim to advance research across multiple themes in football, including broadcast video understanding, field understanding, and player understanding. This year, the challenges encompass four vision-based tasks. (1) Ball Action Spotting, focusing on precisely localizing when and which soccer actions related to the ball occur, (2) Dense Video Captioning, focusing on describing the broadcast with natural language and anchored timestamps, (3) Multi-View Foul Recognition, a novel task focusing on analyzing multiple viewpoints of a potential foul incident to classify whether a foul occurred and assess its severity, (4) Game State Reconstruction, another novel task focusing on reconstructing the game state from broadcast videos onto a 2D top-view map of the field. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet.

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MPL: Lifting 3D Human Pose from Multi-view 2D Poses

Estimating 3D human poses from 2D images is challenging due to occlusions and projective acquisition. Learning-based approaches have been largely studied to address this challenge, both in single and multi-view setups. These solutions however fail to generalize to real-world cases due to the lack of (multi-view) 'in-the-wild' images paired with 3D poses for training. For this reason, we propose combining 2D pose estimation, for which large and rich training datasets exist, and 2D-to-3D pose lifting, using a transformer-based network that can be trained from synthetic 2D-3D pose pairs. Our experiments demonstrate decreases up to 45% in MPJPE errors compared to the 3D pose obtained by triangulating the 2D poses. The framework's source code is available at https://github.com/aghasemzadeh/OpenMPL .

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Sequential Representation Learning via Static-Dynamic Conditional Disentanglement

This paper explores self-supervised disentangled representation learning within sequential data, focusing on separating time-independent and time-varying factors in videos. We propose a new model that breaks the usual independence assumption between those factors by explicitly accounting for the causal relationship between the static/dynamic variables and that improves the model expressivity through additional Normalizing Flows. A formal definition of the factors is proposed. This formalism leads to the derivation of sufficient conditions for the ground truth factors to be identifiable, and to the introduction of a novel theoretically grounded disentanglement constraint that can be directly and efficiently incorporated into our new framework. The experiments show that the proposed approach outperforms previous complex state-of-the-art techniques in scenarios where the dynamics of a scene are influenced by its content.

cs.LG↗

Keypoint Promptable Re-Identification

Occluded Person Re-Identification (ReID) is a metric learning task that involves matching occluded individuals based on their appearance. While many studies have tackled occlusions caused by objects, multi-person occlusions remain less explored. In this work, we identify and address a critical challenge overlooked by previous occluded ReID methods: the Multi-Person Ambiguity (MPA) arising when multiple individuals are visible in the same bounding box, making it impossible to determine the intended ReID target among the candidates. Inspired by recent work on prompting in vision, we introduce Keypoint Promptable ReID (KPR), a novel formulation of the ReID problem that explicitly complements the input bounding box with a set of semantic keypoints indicating the intended target. Since promptable re-identification is an unexplored paradigm, existing ReID datasets lack the pixel-level annotations necessary for prompting. To bridge this gap and foster further research on this topic, we introduce Occluded-PoseTrack ReID, a novel ReID dataset with keypoints labels, that features strong inter-person occlusions. Furthermore, we release custom keypoint labels for four popular ReID benchmarks. Experiments on person retrieval, but also on pose tracking, demonstrate that our method systematically surpasses previous state-of-the-art approaches on various occluded scenarios. Our code, dataset and annotations are available at https://github.com/VlSomers/keypoint_promptable_reidentification.

cs.CV↗

Domain Generalization for 6D Pose Estimation Through NeRF-based Image Synthesis

This work introduces a novel augmentation method that increases the diversity of a train set to improve the generalization abilities of a 6D pose estimation network. For this purpose, a Neural Radiance Field is trained from synthetic images and exploited to generate an augmented set. Our method enriches the initial set by enabling the synthesis of images with (i) unseen viewpoints, (ii) rich illumination conditions through appearance extrapolation, and (iii) randomized textures. We validate our augmentation method on the challenging use-case of spacecraft pose estimation and show that it significantly improves the pose estimation generalization capabilities. On the SPEED+ dataset, our method reduces the error on the pose by 50% on both target domains.

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Leveraging Neural Radiance Fields for Pose Estimation of an Unknown Space Object during Proximity Operations

We address the estimation of the 6D pose of an unknown target spacecraft relative to a monocular camera, a key step towards the autonomous rendezvous and proximity operations required by future Active Debris Removal missions. We present a novel method that enables an "off-the-shelf" spacecraft pose estimator, which is supposed to known the target CAD model, to be applied on an unknown target. Our method relies on an in-the wild NeRF, i.e., a Neural Radiance Field that employs learnable appearance embeddings to represent varying illumination conditions found in natural scenes. We train the NeRF model using a sparse collection of images that depict the target, and in turn generate a large dataset that is diverse both in terms of viewpoint and illumination. This dataset is then used to train the pose estimation network. We validate our method on the Hardware-In-the-Loop images of SPEED+ that emulate lighting conditions close to those encountered on orbit. We demonstrate that our method successfully enables the training of an off-the-shelf spacecraft pose estimation network from a sparse set of images. Furthermore, we show that a network trained using our method performs similarly to a model trained on synthetic images generated using the CAD model of the target.

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Self-supervised vision-langage alignment of deep learning representations for bone X-rays analysis

This paper proposes leveraging vision-language pretraining on bone X-rays paired with French reports to address downstream tasks of interest on bone radiography. A practical processing pipeline is introduced to anonymize and process French medical reports. Pretraining then consists in the self-supervised alignment of visual and textual embedding spaces derived from deep model encoders. The resulting image encoder is then used to handle various downstream tasks, including quantification of osteoarthritis, estimation of bone age on pediatric wrists, bone fracture and anomaly detection. Our approach demonstrates competitive performance on downstream tasks, compared to alternatives requiring a significantly larger amount of human expert annotations. Our work stands as the first study to integrate French reports to shape the embedding space devoted to bone X-Rays representations, capitalizing on the large quantity of paired images and reports data available in an hospital. By relying on generic vision-laguage deep models in a language-specific scenario, it contributes to the deployement of vision models for wider healthcare applications.

cs.CV↗

Self-Avatar Animation in Virtual Reality: Impact of Motion Signals Artifacts on the Full-Body Pose Reconstruction

Virtual Reality (VR) applications have revolutionized user experiences by immersing individuals in interactive 3D environments. These environments find applications in numerous fields, including healthcare, education, or architecture. A significant aspect of VR is the inclusion of self-avatars, representing users within the virtual world, which enhances interaction and embodiment. However, generating lifelike full-body self-avatar animations remains challenging, particularly in consumer-grade VR systems, where lower-body tracking is often absent. One method to tackle this problem is by providing an external source of motion information that includes lower body information such as full Cartesian positions estimated from RGB(D) cameras. Nevertheless, the limitations of these systems are multiples: the desynchronization between the two motion sources and occlusions are examples of significant issues that hinder the implementations of such systems. In this paper, we aim to measure the impact on the reconstruction of the articulated self-avatar's full-body pose of (1) the latency between the VR motion features and estimated positions, (2) the data acquisition rate, (3) occlusions, and (4) the inaccuracy of the position estimation algorithm. In addition, we analyze the motion reconstruction errors using ground truth and 3D Cartesian coordinates estimated from \textit{YOLOv8} pose estimation. These analyzes show that the studied methods are significantly sensitive to any degradation tested, especially regarding the velocity reconstruction error.

cs.CV↗

Multi-Stream Cellular Test-Time Adaptation of Real-Time Models Evolving in Dynamic Environments

In the era of the Internet of Things (IoT), objects connect through a dynamic network, empowered by technologies like 5G, enabling real-time data sharing. However, smart objects, notably autonomous vehicles, face challenges in critical local computations due to limited resources. Lightweight AI models offer a solution but struggle with diverse data distributions. To address this limitation, we propose a novel Multi-Stream Cellular Test-Time Adaptation (MSC-TTA) setup where models adapt on the fly to a dynamic environment divided into cells. Then, we propose a real-time adaptive student-teacher method that leverages the multiple streams available in each cell to quickly adapt to changing data distributions. We validate our methodology in the context of autonomous vehicles navigating across cells defined based on location and weather conditions. To facilitate future benchmarking, we release a new multi-stream large-scale synthetic semantic segmentation dataset, called DADE, and show that our multi-stream approach outperforms a single-stream baseline. We believe that our work will open research opportunities in the IoT and 5G eras, offering solutions for real-time model adaptation.

cs.CV↗

SoccerNet Game State Reconstruction: End-to-End Athlete Tracking and Identification on a Minimap

Tracking and identifying athletes on the pitch holds a central role in collecting essential insights from the game, such as estimating the total distance covered by players or understanding team tactics. This tracking and identification process is crucial for reconstructing the game state, defined by the athletes' positions and identities on a 2D top-view of the pitch, (i.e. a minimap). However, reconstructing the game state from videos captured by a single camera is challenging. It requires understanding the position of the athletes and the viewpoint of the camera to localize and identify players within the field. In this work, we formalize the task of Game State Reconstruction and introduce SoccerNet-GSR, a novel Game State Reconstruction dataset focusing on football videos. SoccerNet-GSR is composed of 200 video sequences of 30 seconds, annotated with 9.37 million line points for pitch localization and camera calibration, as well as over 2.36 million athlete positions on the pitch with their respective role, team, and jersey number. Furthermore, we introduce GS-HOTA, a novel metric to evaluate game state reconstruction methods. Finally, we propose and release an end-to-end baseline for game state reconstruction, bootstrapping the research on this task. Our experiments show that GSR is a challenging novel task, which opens the field for future research. Our dataset and codebase are publicly available at https://github.com/SoccerNet/sn-gamestate.

cs.CV↗

Camera clustering for scalable stream-based active distillation

We present a scalable framework designed to craft efficient lightweight models for video object detection utilizing self-training and knowledge distillation techniques. We scrutinize methodologies for the ideal selection of training images from video streams and the efficacy of model sharing across numerous cameras. By advocating for a camera clustering methodology, we aim to diminish the requisite number of models for training while augmenting the distillation dataset. The findings affirm that proper camera clustering notably amplifies the accuracy of distilled models, eclipsing the methodologies that employ distinct models for each camera or a universal model trained on the aggregate camera data.

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Multi-task Learning for Joint Re-identification, Team Affiliation, and Role Classification for Sports Visual Tracking

Effective tracking and re-identification of players is essential for analyzing soccer videos. But, it is a challenging task due to the non-linear motion of players, the similarity in appearance of players from the same team, and frequent occlusions. Therefore, the ability to extract meaningful embeddings to represent players is crucial in developing an effective tracking and re-identification system. In this paper, a multi-purpose part-based person representation method, called PRTreID, is proposed that performs three tasks of role classification, team affiliation, and re-identification, simultaneously. In contrast to available literature, a single network is trained with multi-task supervision to solve all three tasks, jointly. The proposed joint method is computationally efficient due to the shared backbone. Also, the multi-task learning leads to richer and more discriminative representations, as demonstrated by both quantitative and qualitative results. To demonstrate the effectiveness of PRTreID, it is integrated with a state-of-the-art tracking method, using a part-based post-processing module to handle long-term tracking. The proposed tracking method outperforms all existing tracking methods on the challenging SoccerNet tracking dataset.

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SoccerNet 2023 Challenges Results

The SoccerNet 2023 challenges were the third annual video understanding challenges organized by the SoccerNet team. For this third edition, the challenges were composed of seven vision-based tasks split into three main themes. The first theme, broadcast video understanding, is composed of three high-level tasks related to describing events occurring in the video broadcasts: (1) action spotting, focusing on retrieving all timestamps related to global actions in soccer, (2) ball action spotting, focusing on retrieving all timestamps related to the soccer ball change of state, and (3) dense video captioning, focusing on describing the broadcast with natural language and anchored timestamps. The second theme, field understanding, relates to the single task of (4) camera calibration, focusing on retrieving the intrinsic and extrinsic camera parameters from images. The third and last theme, player understanding, is composed of three low-level tasks related to extracting information about the players: (5) re-identification, focusing on retrieving the same players across multiple views, (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams, and (7) jersey number recognition, focusing on recognizing the jersey number of players from tracklets. Compared to the previous editions of the SoccerNet challenges, tasks (2-3-7) are novel, including new annotations and data, task (4) was enhanced with more data and annotations, and task (6) now focuses on end-to-end approaches. More information on the tasks, challenges, and leaderboards are available on https://www.soccer-net.org. Baselines and development kits can be found on https://github.com/SoccerNet.

cs.CV↗

Context-Aware 3D Object Localization from Single Calibrated Images: A Study of Basketballs

Accurately localizing objects in three dimensions (3D) is crucial for various computer vision applications, such as robotics, autonomous driving, and augmented reality. This task finds another important application in sports analytics and, in this work, we present a novel method for 3D basketball localization from a single calibrated image. Our approach predicts the object's height in pixels in image space by estimating its projection onto the ground plane within the image, leveraging the image itself and the object's location as inputs. The 3D coordinates of the ball are then reconstructed by exploiting the known projection matrix. Extensive experiments on the public DeepSport dataset, which provides ground truth annotations for 3D ball location alongside camera calibration information for each image, demonstrate the effectiveness of our method, offering substantial accuracy improvements compared to recent work. Our work opens up new possibilities for enhanced ball tracking and understanding, advancing computer vision in diverse domains. The source code of this work is made publicly available at \url{https://github.com/gabriel-vanzandycke/deepsport}.

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