Searcharxiv⌕ Search

arXiv subjects

Dima Damen

Publications and source records attributed to Dima Damen.

At least 37 records · Page 2Linked to original sources

Epic-Sounds: A Large-scale Dataset of Actions That Sound

We introduce EPIC-SOUNDS, a large-scale dataset of audio annotations capturing temporal extents and class labels within the audio stream of the egocentric videos. We propose an annotation pipeline where annotators temporally label distinguishable audio segments and describe the action that could have caused this sound. We identify actions that can be discriminated purely from audio, through grouping these free-form descriptions of audio into classes. For actions that involve objects colliding, we collect human annotations of the materials of these objects (e.g. a glass object being placed on a wooden surface), which we verify from video, discarding ambiguities. Overall, EPIC-SOUNDS includes 78.4k categorised segments of audible events and actions, distributed across 44 classes as well as 39.2k non-categorised segments. We train and evaluate state-of-the-art audio recognition and detection models on our dataset, for both audio-only and audio-visual methods. We also conduct analysis on: the temporal overlap between audio events, the temporal and label correlations between audio and visual modalities, the ambiguities in annotating materials from audio-only input, the importance of audio-only labels and the limitations of current models to understand actions that sound.

cs.SD↗

Scaling 4D Representations

Scaling has not yet been convincingly demonstrated for pure self-supervised learning from video. However, prior work has focused evaluations on semantic-related tasks $\unicode{x2013}$ action classification, ImageNet classification, etc. In this paper we focus on evaluating self-supervised learning on non-semantic vision tasks that are more spatial (3D) and temporal (+1D = 4D), such as camera pose estimation, point and object tracking, and depth estimation. We show that by learning from very large video datasets, masked auto-encoding (MAE) with transformer video models actually scales, consistently improving performance on these 4D tasks, as model size increases from 20M all the way to the largest by far reported self-supervised video model $\unicode{x2013}$ 22B parameters. Rigorous apples-to-apples comparison with many recent image and video models demonstrates the benefits of scaling 4D representations. Pretrained models are available at https://github.com/google-deepmind/representations4d .

cs.CV↗

Leveraging Auxiliary Information in Text-to-Video Retrieval: A Review

Text-to-Video (T2V) retrieval aims to identify the most relevant item from a gallery of videos based on a user's text query. Traditional methods rely solely on aligning video and text modalities to compute the similarity and retrieve relevant items. However, recent advancements emphasise incorporating auxiliary information extracted from video and text modalities to improve retrieval performance and bridge the semantic gap between these modalities. Auxiliary information can include visual attributes, such as objects; temporal and spatial context; and textual descriptions, such as speech and rephrased captions. This survey comprehensively reviews 81 research papers on Text-to-Video retrieval that utilise such auxiliary information. It provides a detailed analysis of their methodologies; highlights state-of-the-art results on benchmark datasets; and discusses available datasets and their auxiliary information. Additionally, it proposes promising directions for future research, focusing on different ways to further enhance retrieval performance using this information.

cs.CV↗

The Invisible EgoHand: 3D Hand Forecasting through EgoBody Pose Estimation

Forecasting hand motion and pose from an egocentric perspective is essential for understanding human intention. However, existing methods focus solely on predicting positions without considering articulation, and only when the hands are visible in the field of view. This limitation overlooks the fact that approximate hand positions can still be inferred even when they are outside the camera's view. In this paper, we propose a method to forecast the 3D trajectories and poses of both hands from an egocentric video, both in and out of the field of view. We propose a diffusion-based transformer architecture for Egocentric Hand Forecasting, EgoH4, which takes as input the observation sequence and camera poses, then predicts future 3D motion and poses for both hands of the camera wearer. We leverage full-body pose information, allowing other joints to provide constraints on hand motion. We denoise the hand and body joints along with a visibility predictor for hand joints and a 3D-to-2D reprojection loss that minimizes the error when hands are in-view. We evaluate EgoH4 on the Ego-Exo4D dataset, combining subsets with body and hand annotations. We train on 156K sequences and evaluate on 34K sequences, respectively. EgoH4 improves the performance by 3.4cm and 5.1cm over the baseline in terms of ADE for hand trajectory forecasting and MPJPE for hand pose forecasting. Project page: https://masashi-hatano.github.io/EgoH4/

cs.CV↗

Learning from Streaming Video with Orthogonal Gradients

We address the challenge of representation learning from a continuous stream of video as input, in a self-supervised manner. This differs from the standard approaches to video learning where videos are chopped and shuffled during training in order to create a non-redundant batch that satisfies the independently and identically distributed (IID) sample assumption expected by conventional training paradigms. When videos are only available as a continuous stream of input, the IID assumption is evidently broken, leading to poor performance. We demonstrate the drop in performance when moving from shuffled to sequential learning on three tasks: the one-video representation learning method DoRA, standard VideoMAE on multi-video datasets, and the task of future video prediction. To address this drop, we propose a geometric modification to standard optimizers, to decorrelate batches by utilising orthogonal gradients during training. The proposed modification can be applied to any optimizer -- we demonstrate it with Stochastic Gradient Descent (SGD) and AdamW. Our proposed orthogonal optimizer allows models trained from streaming videos to alleviate the drop in representation learning performance, as evaluated on downstream tasks. On three scenarios (DoRA, VideoMAE, future prediction), we show our orthogonal optimizer outperforms the strong AdamW in all three scenarios.

cs.CV↗

HD-EPIC: A Highly-Detailed Egocentric Video Dataset

We present a validation dataset of newly-collected kitchen-based egocentric videos, manually annotated with highly detailed and interconnected ground-truth labels covering: recipe steps, fine-grained actions, ingredients with nutritional values, moving objects, and audio annotations. Importantly, all annotations are grounded in 3D through digital twinning of the scene, fixtures, object locations, and primed with gaze. Footage is collected from unscripted recordings in diverse home environments, making HDEPIC the first dataset collected in-the-wild but with detailed annotations matching those in controlled lab environments. We show the potential of our highly-detailed annotations through a challenging VQA benchmark of 26K questions assessing the capability to recognise recipes, ingredients, nutrition, fine-grained actions, 3D perception, object motion, and gaze direction. The powerful long-context Gemini Pro only achieves 38.5% on this benchmark, showcasing its difficulty and highlighting shortcomings in current VLMs. We additionally assess action recognition, sound recognition, and long-term video-object segmentation on HD-EPIC. HD-EPIC is 41 hours of video in 9 kitchens with digital twins of 413 kitchen fixtures, capturing 69 recipes, 59K fine-grained actions, 51K audio events, 20K object movements and 37K object masks lifted to 3D. On average, we have 263 annotations per minute of our unscripted videos.

cs.CV↗

ShowHowTo: Generating Scene-Conditioned Step-by-Step Visual Instructions

The goal of this work is to generate step-by-step visual instructions in the form of a sequence of images, given an input image that provides the scene context and the sequence of textual instructions. This is a challenging problem as it requires generating multi-step image sequences to achieve a complex goal while being grounded in a specific environment. Part of the challenge stems from the lack of large-scale training data for this problem. The contribution of this work is thus three-fold. First, we introduce an automatic approach for collecting large step-by-step visual instruction training data from instructional videos. We apply this approach to one million videos and create a large-scale, high-quality dataset of 0.6M sequences of image-text pairs. Second, we develop and train ShowHowTo, a video diffusion model capable of generating step-by-step visual instructions consistent with the provided input image. Third, we evaluate the generated image sequences across three dimensions of accuracy (step, scene, and task) and show our model achieves state-of-the-art results on all of them. Our code, dataset, and trained models are publicly available.

cs.CV↗

Moment of Untruth: Dealing with Negative Queries in Video Moment Retrieval

Video Moment Retrieval is a common task to evaluate the performance of visual-language models - it involves localising start and end times of moments in videos from query sentences. The current task formulation assumes that the queried moment is present in the video, resulting in false positive moment predictions when irrelevant query sentences are provided. In this paper we propose the task of Negative-Aware Video Moment Retrieval (NA-VMR), which considers both moment retrieval accuracy and negative query rejection accuracy. We make the distinction between In-Domain and Out-of-Domain negative queries and provide new evaluation benchmarks for two popular video moment retrieval datasets: QVHighlights and Charades-STA. We analyse the ability of current SOTA video moment retrieval approaches to adapt to Negative-Aware Video Moment Retrieval and propose UniVTG-NA, an adaptation of UniVTG designed to tackle NA-VMR. UniVTG-NA achieves high negative rejection accuracy (avg. $98.4\%$) scores while retaining moment retrieval scores to within $3.87\%$ Recall@1. Dataset splits and code are available at https://github.com/keflanagan/MomentofUntruth

cs.CV↗

Spatial Cognition from Egocentric Video: Out of Sight, Not Out of Mind

As humans move around, performing their daily tasks, they are able to recall where they have positioned objects in their environment, even if these objects are currently out of their sight. In this paper, we aim to mimic this spatial cognition ability. We thus formulate the task of Out of Sight, Not Out of Mind - 3D tracking active objects using observations captured through an egocentric camera. We introduce a simple but effective approach to address this challenging problem, called Lift, Match, and Keep (LMK). LMK lifts partial 2D observations to 3D world coordinates, matches them over time using visual appearance, 3D location and interactions to form object tracks, and keeps these object tracks even when they go out-of-view of the camera. We benchmark LMK on 100 long videos from EPIC-KITCHENS. Our results demonstrate that spatial cognition is critical for correctly locating objects over short and long time scales. E.g., for one long egocentric video, we estimate the 3D location of 50 active objects. After 120 seconds, 57% of the objects are correctly localised by LMK, compared to just 33% by a recent 3D method for egocentric videos and 17% by a general 2D tracking method.

cs.CV↗

EgoPoints: Advancing Point Tracking for Egocentric Videos

We introduce EgoPoints, a benchmark for point tracking in egocentric videos. We annotate 4.7K challenging tracks in egocentric sequences. Compared to the popular TAP-Vid-DAVIS evaluation benchmark, we include 9x more points that go out-of-view and 59x more points that require re-identification (ReID) after returning to view. To measure the performance of models on these challenging points, we introduce evaluation metrics that specifically monitor tracking performance on points in-view, out-of-view, and points that require re-identification. We then propose a pipeline to create semi-real sequences, with automatic ground truth. We generate 11K such sequences by combining dynamic Kubric objects with scene points from EPIC Fields. When fine-tuning point tracking methods on these sequences and evaluating on our annotated EgoPoints sequences, we improve CoTracker across all metrics, including the tracking accuracy $δ^\star_{\text{avg}}$ by 2.7 percentage points and accuracy on ReID sequences (ReID$δ_{\text{avg}}$) by 2.4 points. We also improve $δ^\star_{\text{avg}}$ and ReID$δ_{\text{avg}}$ of PIPs++ by 0.3 and 2.8 respectively.

cs.CV↗

Perception Test 2024: Challenge Summary and a Novel Hour-Long VideoQA Benchmark

Following the successful 2023 edition, we organised the Second Perception Test challenge as a half-day workshop alongside the IEEE/CVF European Conference on Computer Vision (ECCV) 2024, with the goal of benchmarking state-of-the-art video models and measuring the progress since last year using the Perception Test benchmark. This year, the challenge had seven tracks (up from six last year) and covered low-level and high-level tasks, with language and non-language interfaces, across video, audio, and text modalities; the additional track covered hour-long video understanding and introduced a novel video QA benchmark 1h-walk VQA. Overall, the tasks in the different tracks were: object tracking, point tracking, temporal action localisation, temporal sound localisation, multiple-choice video question-answering, grounded video question-answering, and hour-long video question-answering. We summarise in this report the challenge tasks and results, and introduce in detail the novel hour-long video QA benchmark 1h-walk VQA.

cs.CV↗

Context-Aware Multimodal Pretraining

Large-scale multimodal representation learning successfully optimizes for zero-shot transfer at test time. Yet the standard pretraining paradigm (contrastive learning on large amounts of image-text data) does not explicitly encourage representations to support few-shot adaptation. In this work, we propose a simple, but carefully designed extension to multimodal pretraining which enables representations to accommodate additional context. Using this objective, we show that vision-language models can be trained to exhibit significantly increased few-shot adaptation: across 21 downstream tasks, we find up to four-fold improvements in test-time sample efficiency, and average few-shot adaptation gains of over 5%, while retaining zero-shot generalization performance across model scales and training durations. In particular, equipped with simple, training-free, metric-based adaptation mechanisms, our representations easily surpass more complex and expensive optimization-based schemes, vastly simplifying generalization to new domains.

cs.CV↗

It's Just Another Day: Unique Video Captioning by Discriminative Prompting

Long videos contain many repeating actions, events and shots. These repetitions are frequently given identical captions, which makes it difficult to retrieve the exact desired clip using a text search. In this paper, we formulate the problem of unique captioning: Given multiple clips with the same caption, we generate a new caption for each clip that uniquely identifies it. We propose Captioning by Discriminative Prompting (CDP), which predicts a property that can separate identically captioned clips, and use it to generate unique captions. We introduce two benchmarks for unique captioning, based on egocentric footage and timeloop movies - where repeating actions are common. We demonstrate that captions generated by CDP improve text-to-video R@1 by 15% for egocentric videos and 10% in timeloop movies.

cs.CV↗

Every Shot Counts: Using Exemplars for Repetition Counting in Videos

Video repetition counting infers the number of repetitions of recurring actions or motion within a video. We propose an exemplar-based approach that discovers visual correspondence of video exemplars across repetitions within target videos. Our proposed Every Shot Counts (ESCounts) model is an attention-based encoder-decoder that encodes videos of varying lengths alongside exemplars from the same and different videos. In training, ESCounts regresses locations of high correspondence to the exemplars within the video. In tandem, our method learns a latent that encodes representations of general repetitive motions, which we use for exemplar-free, zero-shot inference. Extensive experiments over commonly used datasets (RepCount, Countix, and UCFRep) showcase ESCounts obtaining state-of-the-art performance across all three datasets. Detailed ablations further demonstrate the effectiveness of our method.

cs.CV↗

Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives

We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Project page: http://ego-exo4d-data.org/

cs.CV↗

AMEGO: Active Memory from long EGOcentric videos

Egocentric videos provide a unique perspective into individuals' daily experiences, yet their unstructured nature presents challenges for perception. In this paper, we introduce AMEGO, a novel approach aimed at enhancing the comprehension of very-long egocentric videos. Inspired by the human's ability to maintain information from a single watching, AMEGO focuses on constructing a self-contained representations from one egocentric video, capturing key locations and object interactions. This representation is semantic-free and facilitates multiple queries without the need to reprocess the entire visual content. Additionally, to evaluate our understanding of very-long egocentric videos, we introduce the new Active Memories Benchmark (AMB), composed of more than 20K of highly challenging visual queries from EPIC-KITCHENS. These queries cover different levels of video reasoning (sequencing, concurrency and temporal grounding) to assess detailed video understanding capabilities. We showcase improved performance of AMEGO on AMB, surpassing other video QA baselines by a substantial margin.

cs.CV↗

Video Editing for Video Retrieval

Though pre-training vision-language models have demonstrated significant benefits in boosting video-text retrieval performance from large-scale web videos, fine-tuning still plays a critical role with manually annotated clips with start and end times, which requires considerable human effort. To address this issue, we explore an alternative cheaper source of annotations, single timestamps, for video-text retrieval. We initialise clips from timestamps in a heuristic way to warm up a retrieval model. Then a video clip editing method is proposed to refine the initial rough boundaries to improve retrieval performance. A student-teacher network is introduced for video clip editing. The teacher model is employed to edit the clips in the training set whereas the student model trains on the edited clips. The teacher weights are updated from the student's after the student's performance increases. Our method is model agnostic and applicable to any retrieval models. We conduct experiments based on three state-of-the-art retrieval models, COOT, VideoCLIP and CLIP4Clip. Experiments conducted on three video retrieval datasets, YouCook2, DiDeMo and ActivityNet-Captions show that our edited clips consistently improve retrieval performance over initial clips across all the three retrieval models.

cs.CV↗

Rank2Reward: Learning Shaped Reward Functions from Passive Video

Teaching robots novel skills with demonstrations via human-in-the-loop data collection techniques like kinesthetic teaching or teleoperation puts a heavy burden on human supervisors. In contrast to this paradigm, it is often significantly easier to provide raw, action-free visual data of tasks being performed. Moreover, this data can even be mined from video datasets or the web. Ideally, this data can serve to guide robot learning for new tasks in novel environments, informing both "what" to do and "how" to do it. A powerful way to encode both the "what" and the "how" is to infer a well-shaped reward function for reinforcement learning. The challenge is determining how to ground visual demonstration inputs into a well-shaped and informative reward function. We propose a technique Rank2Reward for learning behaviors from videos of tasks being performed without access to any low-level states and actions. We do so by leveraging the videos to learn a reward function that measures incremental "progress" through a task by learning how to temporally rank the video frames in a demonstration. By inferring an appropriate ranking, the reward function is able to guide reinforcement learning by indicating when task progress is being made. This ranking function can be integrated into an adversarial imitation learning scheme resulting in an algorithm that can learn behaviors without exploiting the learned reward function. We demonstrate the effectiveness of Rank2Reward at learning behaviors from raw video on a number of tabletop manipulation tasks in both simulations and on a real-world robotic arm. We also demonstrate how Rank2Reward can be easily extended to be applicable to web-scale video datasets.

cs.RO↗