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Cristian Sminchisescu

Publications and source records attributed to Cristian Sminchisescu.

At least 55 records · Page 3Linked to original sources

THUNDR: Transformer-based 3D HUmaN Reconstruction with Markers

We present THUNDR, a transformer-based deep neural network methodology to reconstruct the 3d pose and shape of people, given monocular RGB images. Key to our methodology is an intermediate 3d marker representation, where we aim to combine the predictive power of model-free-output architectures and the regularizing, anthropometrically-preserving properties of a statistical human surface model like GHUM -- a recently introduced, expressive full body statistical 3d human model, trained end-to-end. Our novel transformer-based prediction pipeline can focus on image regions relevant to the task, supports self-supervised regimes, and ensures that solutions are consistent with human anthropometry. We show state-of-the-art results on Human3.6M and 3DPW, for both the fully-supervised and the self-supervised models, for the task of inferring 3d human shape, joint positions, and global translation. Moreover, we observe very solid 3d reconstruction performance for difficult human poses collected in the wild.

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Neural Descent for Visual 3D Human Pose and Shape

We present deep neural network methodology to reconstruct the 3d pose and shape of people, given an input RGB image. We rely on a recently introduced, expressivefull body statistical 3d human model, GHUM, trained end-to-end, and learn to reconstruct its pose and shape state in a self-supervised regime. Central to our methodology, is a learning to learn and optimize approach, referred to as HUmanNeural Descent (HUND), which avoids both second-order differentiation when training the model parameters,and expensive state gradient descent in order to accurately minimize a semantic differentiable rendering loss at test time. Instead, we rely on novel recurrent stages to update the pose and shape parameters such that not only losses are minimized effectively, but the process is meta-regularized in order to ensure end-progress. HUND's symmetry between training and testing makes it the first 3d human sensing architecture to natively support different operating regimes including self-supervised ones. In diverse tests, we show that HUND achieves very competitive results in datasets like H3.6M and 3DPW, aswell as good quality 3d reconstructions for complex imagery collected in-the-wild.

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Local Metrics for Multi-Object Tracking

This paper introduces temporally local metrics for Multi-Object Tracking. These metrics are obtained by restricting existing metrics based on track matching to a finite temporal horizon, and provide new insight into the ability of trackers to maintain identity over time. Moreover, the horizon parameter offers a novel, meaningful mechanism by which to define the relative importance of detection and association, a common dilemma in applications where imperfect association is tolerable. It is shown that the historical Average Tracking Accuracy (ATA) metric exhibits superior sensitivity to association, enabling its proposed local variant, ALTA, to capture a wide range of characteristics. In particular, ALTA is better equipped to identify advances in association independent of detection. The paper further presents an error decomposition for ATA that reveals the impact of four distinct error types and is equally applicable to ALTA. The diagnostic capabilities of ALTA are demonstrated on the MOT 2017 and Waymo Open Dataset benchmarks.

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Range Conditioned Dilated Convolutions for Scale Invariant 3D Object Detection

This paper presents a novel 3D object detection framework that processes LiDAR data directly on its native representation: range images. Benefiting from the compactness of range images, 2D convolutions can efficiently process dense LiDAR data of a scene. To overcome scale sensitivity in this perspective view, a novel range-conditioned dilation (RCD) layer is proposed to dynamically adjust a continuous dilation rate as a function of the measured range. Furthermore, localized soft range gating combined with a 3D box-refinement stage improves robustness in occluded areas, and produces overall more accurate bounding box predictions. On the public large-scale Waymo Open Dataset, our method sets a new baseline for range-based 3D detection, outperforming multiview and voxel-based methods over all ranges with unparalleled performance at long range detection.

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Learning Complex 3D Human Self-Contact

Monocular estimation of three dimensional human self-contact is fundamental for detailed scene analysis including body language understanding and behaviour modeling. Existing 3d reconstruction methods do not focus on body regions in self-contact and consequently recover configurations that are either far from each other or self-intersecting, when they should just touch. This leads to perceptually incorrect estimates and limits impact in those very fine-grained analysis domains where detailed 3d models are expected to play an important role. To address such challenges we detect self-contact and design 3d losses to explicitly enforce it. Specifically, we develop a model for Self-Contact Prediction (SCP), that estimates the body surface signature of self-contact, leveraging the localization of self-contact in the image, during both training and inference. We collect two large datasets to support learning and evaluation: (1) HumanSC3D, an accurate 3d motion capture repository containing $1,032$ sequences with $5,058$ contact events and $1,246,487$ ground truth 3d poses synchronized with images collected from multiple views, and (2) FlickrSC3D, a repository of $3,969$ images, containing $25,297$ surface-to-surface correspondences with annotated image spatial support. We also illustrate how more expressive 3d reconstructions can be recovered under self-contact signature constraints and present monocular detection of face-touch as one of the multiple applications made possible by more accurate self-contact models.

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Embodied Visual Active Learning for Semantic Segmentation

We study the task of embodied visual active learning, where an agent is set to explore a 3d environment with the goal to acquire visual scene understanding by actively selecting views for which to request annotation. While accurate on some benchmarks, today's deep visual recognition pipelines tend to not generalize well in certain real-world scenarios, or for unusual viewpoints. Robotic perception, in turn, requires the capability to refine the recognition capabilities for the conditions where the mobile system operates, including cluttered indoor environments or poor illumination. This motivates the proposed task, where an agent is placed in a novel environment with the objective of improving its visual recognition capability. To study embodied visual active learning, we develop a battery of agents - both learnt and pre-specified - and with different levels of knowledge of the environment. The agents are equipped with a semantic segmentation network and seek to acquire informative views, move and explore in order to propagate annotations in the neighbourhood of those views, then refine the underlying segmentation network by online retraining. The trainable method uses deep reinforcement learning with a reward function that balances two competing objectives: task performance, represented as visual recognition accuracy, which requires exploring the environment, and the necessary amount of annotated data requested during active exploration. We extensively evaluate the proposed models using the photorealistic Matterport3D simulator and show that a fully learnt method outperforms comparable pre-specified counterparts, even when requesting fewer annotations.

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Deep Reinforcement Learning for Active Human Pose Estimation

Most 3d human pose estimation methods assume that input -- be it images of a scene collected from one or several viewpoints, or from a video -- is given. Consequently, they focus on estimates leveraging prior knowledge and measurement by fusing information spatially and/or temporally, whenever available. In this paper we address the problem of an active observer with freedom to move and explore the scene spatially -- in `time-freeze' mode -- and/or temporally, by selecting informative viewpoints that improve its estimation accuracy. Towards this end, we introduce Pose-DRL, a fully trainable deep reinforcement learning-based active pose estimation architecture which learns to select appropriate views, in space and time, to feed an underlying monocular pose estimator. We evaluate our model using single- and multi-target estimators with strong result in both settings. Our system further learns automatic stopping conditions in time and transition functions to the next temporal processing step in videos. In extensive experiments with the Panoptic multi-view setup, and for complex scenes containing multiple people, we show that our model learns to select viewpoints that yield significantly more accurate pose estimates compared to strong multi-view baselines.

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Non-attracting Regions of Local Minima in Deep and Wide Neural Networks

Understanding the loss surface of neural networks is essential for the design of models with predictable performance and their success in applications. Experimental results suggest that sufficiently deep and wide neural networks are not negatively impacted by suboptimal local minima. Despite recent progress, the reason for this outcome is not fully understood. Could deep networks have very few, if at all, suboptimal local optima? or could all of them be equally good? We provide a construction to show that suboptimal local minima (i.e., non-global ones), even though degenerate, exist for fully connected neural networks with sigmoid activation functions. The local minima obtained by our construction belong to a connected set of local solutions that can be escaped from via a non-increasing path on the loss curve. For extremely wide neural networks of decreasing width after the wide layer, we prove that every suboptimal local minimum belongs to such a connected set. This provides a partial explanation for the successful application of deep neural networks. In addition, we also characterize under what conditions the same construction leads to saddle points instead of local minima for deep neural networks.

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Weakly Supervised 3D Human Pose and Shape Reconstruction with Normalizing Flows

Monocular 3D human pose and shape estimation is challenging due to the many degrees of freedom of the human body and thedifficulty to acquire training data for large-scale supervised learning in complex visual scenes. In this paper we present practical semi-supervised and self-supervised models that support training and good generalization in real-world images and video. Our formulation is based on kinematic latent normalizing flow representations and dynamics, as well as differentiable, semantic body part alignment loss functions that support self-supervised learning. In extensive experiments using 3D motion capture datasets like CMU, Human3.6M, 3DPW, or AMASS, as well as image repositories like COCO, we show that the proposed methods outperform the state of the art, supporting the practical construction of an accurate family of models based on large-scale training with diverse and incompletely labeled image and video data.

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Consistency Guided Scene Flow Estimation

Consistency Guided Scene Flow Estimation (CGSF) is a self-supervised framework for the joint reconstruction of 3D scene structure and motion from stereo video. The model takes two temporal stereo pairs as input, and predicts disparity and scene flow. The model self-adapts at test time by iteratively refining its predictions. The refinement process is guided by a consistency loss, which combines stereo and temporal photo-consistency with a geometric term that couples disparity and 3D motion. To handle inherent modeling error in the consistency loss (e.g. Lambertian assumptions) and for better generalization, we further introduce a learned, output refinement network, which takes the initial predictions, the loss, and the gradient as input, and efficiently predicts a correlated output update. In multiple experiments, including ablation studies, we show that the proposed model can reliably predict disparity and scene flow in challenging imagery, achieves better generalization than the state-of-the-art, and adapts quickly and robustly to unseen domains.

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A Reparameterization-Invariant Flatness Measure for Deep Neural Networks

The performance of deep neural networks is often attributed to their automated, task-related feature construction. It remains an open question, though, why this leads to solutions with good generalization, even in cases where the number of parameters is larger than the number of samples. Back in the 90s, Hochreiter and Schmidhuber observed that flatness of the loss surface around a local minimum correlates with low generalization error. For several flatness measures, this correlation has been empirically validated. However, it has recently been shown that existing measures of flatness cannot theoretically be related to generalization due to a lack of invariance with respect to reparameterizations. We propose a natural modification of existing flatness measures that results in invariance to reparameterization.

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Human Synthesis and Scene Compositing

Generating good quality and geometrically plausible synthetic images of humans with the ability to control appearance, pose and shape parameters, has become increasingly important for a variety of tasks ranging from photo editing, fashion virtual try-on, to special effects and image compression. In this paper, we propose HUSC, a HUman Synthesis and Scene Compositing framework for the realistic synthesis of humans with different appearance, in novel poses and scenes. Central to our formulation is 3d reasoning for both people and scenes, in order to produce realistic collages, by correctly modeling perspective effects and occlusion, by taking into account scene semantics and by adequately handling relative scales. Conceptually our framework consists of three components: (1) a human image synthesis model with controllable pose and appearance, based on a parametric representation, (2) a person insertion procedure that leverages the geometry and semantics of the 3d scene, and (3) an appearance compositing process to create a seamless blending between the colors of the scene and the generated human image, and avoid visual artifacts. The performance of our framework is supported by both qualitative and quantitative results, in particular state-of-the art synthesis scores for the DeepFashion dataset.

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Self-supervised Learning with Geometric Constraints in Monocular Video: Connecting Flow, Depth, and Camera

We present GLNet, a self-supervised framework for learning depth, optical flow, camera pose and intrinsic parameters from monocular video - addressing the difficulty of acquiring realistic ground-truth for such tasks. We propose three contributions: 1) we design new loss functions that capture multiple geometric constraints (eg. epipolar geometry) as well as an adaptive photometric loss that supports multiple moving objects, rigid and non-rigid, 2) we extend the model such that it predicts camera intrinsics, making it applicable to uncalibrated video, and 3) we propose several online refinement strategies that rely on the symmetry of our self-supervised loss in training and testing, in particular optimizing model parameters and/or the output of different tasks, thus leveraging their mutual interactions. The idea of jointly optimizing the system output, under all geometric and photometric constraints can be viewed as a dense generalization of classical bundle adjustment. We demonstrate the effectiveness of our method on KITTI and Cityscapes, where we outperform previous self-supervised approaches on multiple tasks. We also show good generalization for transfer learning in YouTube videos.

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Semantic Video Segmentation by Gated Recurrent Flow Propagation

Semantic video segmentation is challenging due to the sheer amount of data that needs to be processed and labeled in order to construct accurate models. In this paper we present a deep, end-to-end trainable methodology to video segmentation that is capable of leveraging information present in unlabeled data in order to improve semantic estimates. Our model combines a convolutional architecture and a spatio-temporal transformer recurrent layer that are able to temporally propagate labeling information by means of optical flow, adaptively gated based on its locally estimated uncertainty. The flow, the recognition and the gated temporal propagation modules can be trained jointly, end-to-end. The temporal, gated recurrent flow propagation component of our model can be plugged into any static semantic segmentation architecture and turn it into a weakly supervised video processing one. Our extensive experiments in the challenging CityScapes and Camvid datasets, and based on multiple deep architectures, indicate that the resulting model can leverage unlabeled temporal frames, next to a labeled one, in order to improve both the video segmentation accuracy and the consistency of its temporal labeling, at no additional annotation cost and with little extra computation.

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Deep Multitask Architecture for Integrated 2D and 3D Human Sensing

We propose a deep multitask architecture for \emph{fully automatic 2d and 3d human sensing} (DMHS), including \emph{recognition and reconstruction}, in \emph{monocular images}. The system computes the figure-ground segmentation, semantically identifies the human body parts at pixel level, and estimates the 2d and 3d pose of the person. The model supports the joint training of all components by means of multi-task losses where early processing stages recursively feed into advanced ones for increasingly complex calculations, accuracy and robustness. The design allows us to tie a complete training protocol, by taking advantage of multiple datasets that would otherwise restrictively cover only some of the model components: complex 2d image data with no body part labeling and without associated 3d ground truth, or complex 3d data with limited 2d background variability. In detailed experiments based on several challenging 2d and 3d datasets (LSP, HumanEva, Human3.6M), we evaluate the sub-structures of the model, the effect of various types of training data in the multitask loss, and demonstrate that state-of-the-art results can be achieved at all processing levels. We also show that in the wild our monocular RGB architecture is perceptually competitive to a state-of-the art (commercial) Kinect system based on RGB-D data.

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Spatio-Temporal Attention Models for Grounded Video Captioning

Automatic video captioning is challenging due to the complex interactions in dynamic real scenes. A comprehensive system would ultimately localize and track the objects, actions and interactions present in a video and generate a description that relies on temporal localization in order to ground the visual concepts. However, most existing automatic video captioning systems map from raw video data to high level textual description, bypassing localization and recognition, thus discarding potentially valuable information for content localization and generalization. In this work we present an automatic video captioning model that combines spatio-temporal attention and image classification by means of deep neural network structures based on long short-term memory. The resulting system is demonstrated to produce state-of-the-art results in the standard YouTube captioning benchmark while also offering the advantage of localizing the visual concepts (subjects, verbs, objects), with no grounding supervision, over space and time.

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Training Deep Networks with Structured Layers by Matrix Backpropagation

Deep neural network architectures have recently produced excellent results in a variety of areas in artificial intelligence and visual recognition, well surpassing traditional shallow architectures trained using hand-designed features. The power of deep networks stems both from their ability to perform local computations followed by pointwise non-linearities over increasingly larger receptive fields, and from the simplicity and scalability of the gradient-descent training procedure based on backpropagation. An open problem is the inclusion of layers that perform global, structured matrix computations like segmentation (e.g. normalized cuts) or higher-order pooling (e.g. log-tangent space metrics defined over the manifold of symmetric positive definite matrices) while preserving the validity and efficiency of an end-to-end deep training framework. In this paper we propose a sound mathematical apparatus to formally integrate global structured computation into deep computation architectures. At the heart of our methodology is the development of the theory and practice of backpropagation that generalizes to the calculus of adjoint matrix variations. The proposed matrix backpropagation methodology applies broadly to a variety of problems in machine learning or computational perception. Here we illustrate it by performing visual segmentation experiments using the BSDS and MSCOCO benchmarks, where we show that deep networks relying on second-order pooling and normalized cuts layers, trained end-to-end using matrix backpropagation, outperform counterparts that do not take advantage of such global layers.

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A Parallel Framework for Parametric Maximum Flow Problems in Image Segmentation

This paper presents a framework that supports the implementation of parallel solutions for the widespread parametric maximum flow computational routines used in image segmentation algorithms. The framework is based on supergraphs, a special construction combining several image graphs into a larger one, and works on various architectures (multi-core or GPU), either locally or remotely in a cluster of computing nodes. The framework can also be used for performance evaluation of parallel implementations of maximum flow algorithms. We present the case study of a state-of-the-art image segmentation algorithm based on graph cuts, Constrained Parametric Min-Cut (CPMC), that uses the parallel framework to solve parametric maximum flow problems, based on a GPU implementation of the well-known push-relabel algorithm. Our results indicate that real-time implementations based on the proposed techniques are possible.

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