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Eckehard Steinbach

Publications and source records attributed to Eckehard Steinbach.

At least 37 records · Page 2Linked to original sources

Efficient Contextformer: Spatio-Channel Window Attention for Fast Context Modeling in Learned Image Compression

Entropy estimation is essential for the performance of learned image compression. It has been demonstrated that a transformer-based entropy model is of critical importance for achieving a high compression ratio, however, at the expense of a significant computational effort. In this work, we introduce the Efficient Contextformer (eContextformer) - a computationally efficient transformer-based autoregressive context model for learned image compression. The eContextformer efficiently fuses the patch-wise, checkered, and channel-wise grouping techniques for parallel context modeling, and introduces a shifted window spatio-channel attention mechanism. We explore better training strategies and architectural designs and introduce additional complexity optimizations. During decoding, the proposed optimization techniques dynamically scale the attention span and cache the previous attention computations, drastically reducing the model and runtime complexity. Compared to the non-parallel approach, our proposal has ~145x lower model complexity and ~210x faster decoding speed, and achieves higher average bit savings on Kodak, CLIC2020, and Tecnick datasets. Additionally, the low complexity of our context model enables online rate-distortion algorithms, which further improve the compression performance. We achieve up to 17% bitrate savings over the intra coding of Versatile Video Coding (VVC) Test Model (VTM) 16.2 and surpass various learning-based compression models.

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Adapting Learned Image Codecs to Screen Content via Adjustable Transformations

As learned image codecs (LICs) become more prevalent, their low coding efficiency for out-of-distribution data becomes a bottleneck for some applications. To improve the performance of LICs for screen content (SC) images without breaking backwards compatibility, we propose to introduce parameterized and invertible linear transformations into the coding pipeline without changing the underlying baseline codec's operation flow. We design two neural networks to act as prefilters and postfilters in our setup to increase the coding efficiency and help with the recovery from coding artifacts. Our end-to-end trained solution achieves up to 10% bitrate savings on SC compression compared to the baseline LICs while introducing only 1% extra parameters.

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ADL4D: Towards A Contextually Rich Dataset for 4D Activities of Daily Living

Hand-Object Interactions (HOIs) are conditioned on spatial and temporal contexts like surrounding objects, previous actions, and future intents (for example, grasping and handover actions vary greatly based on objects proximity and trajectory obstruction). However, existing datasets for 4D HOI (3D HOI over time) are limited to one subject interacting with one object only. This restricts the generalization of learning-based HOI methods trained on those datasets. We introduce ADL4D, a dataset of up to two subjects interacting with different sets of objects performing Activities of Daily Living (ADL) like breakfast or lunch preparation activities. The transition between multiple objects to complete a certain task over time introduces a unique context lacking in existing datasets. Our dataset consists of 75 sequences with a total of 1.1M RGB-D frames, hand and object poses, and per-hand fine-grained action annotations. We develop an automatic system for multi-view multi-hand 3D pose annotation capable of tracking hand poses over time. We integrate and test it against publicly available datasets. Finally, we evaluate our dataset on the tasks of Hand Mesh Recovery (HMR) and Hand Action Segmentation (HAS).

cs.CV↗

HAROOD: Human Activity Classification and Out-of-Distribution Detection with Short-Range FMCW Radar

We propose HAROOD as a short-range FMCW radar-based human activity classifier and out-of-distribution (OOD) detector. It aims to classify human sitting, standing, and walking activities and to detect any other moving or stationary object as OOD. We introduce a two-stage network. The first stage is trained with a novel loss function that includes intermediate reconstruction loss, intermediate contrastive loss, and triplet loss. The second stage uses the first stage's output as its input and is trained with cross-entropy loss. It creates a simple classifier that performs the activity classification. On our dataset collected by 60 GHz short-range FMCW radar, we achieve an average classification accuracy of 96.51%. Also, we achieve an average AUROC of 95.04% as an OOD detector. Additionally, our extensive evaluations demonstrate the superiority of HAROOD over the state-of-the-art OOD detection methods in terms of standard OOD detection metrics.

cs.CV↗

Enabling Acoustic Audience Feedback in Large Virtual Events

The COVID-19 pandemic shifted many events in our daily lives into the virtual domain. While virtual conference systems provide an alternative to physical meetings, larger events require a muted audience to avoid an accumulation of background noise and distorted audio. However, performing artists strongly rely on the feedback of their audience. We propose a concept for a virtual audience framework which supports all participants with the ambience of a real audience. Audience feedback is collected locally, allowing users to express enthusiasm or discontent by selecting means such as clapping, whistling, booing, and laughter. This feedback is sent as abstract information to a virtual audience server. We broadcast the combined virtual audience feedback information to all participants, which can be synthesized as a single acoustic feedback by the client. The synthesis can be done by turning the collective audience feedback into a prompt that is fed to state-of-the-art models such as AudioGen. This way, each user hears a single acoustic feedback sound of the entire virtual event, without requiring to unmute or risk hearing distorted, unsynchronized feedback.

cs.MM↗

Care3D: An Active 3D Object Detection Dataset of Real Robotic-Care Environments

As labor shortage increases in the health sector, the demand for assistive robotics grows. However, the needed test data to develop those robots is scarce, especially for the application of active 3D object detection, where no real data exists at all. This short paper counters this by introducing such an annotated dataset of real environments. The captured environments represent areas which are already in use in the field of robotic health care research. We further provide ground truth data within one room, for assessing SLAM algorithms running directly on a health care robot.

cs.RO↗

Reconstruction-based Out-of-Distribution Detection for Short-Range FMCW Radar

Out-of-distribution (OOD) detection recently has drawn attention due to its critical role in the safe deployment of modern neural network architectures in real-world applications. The OOD detectors aim to distinguish samples that lie outside the training distribution in order to avoid the overconfident predictions of machine learning models on OOD data. Existing detectors, which mainly rely on the logit, intermediate feature space, softmax score, or reconstruction loss, manage to produce promising results. However, most of these methods are developed for the image domain. In this study, we propose a novel reconstruction-based OOD detector to operate on the radar domain. Our method exploits an autoencoder (AE) and its latent representation to detect the OOD samples. We propose two scores incorporating the patch-based reconstruction loss and the energy value calculated from the latent representations of each patch. We achieve an AUROC of 90.72% on our dataset collected by using 60 GHz short-range FMCW Radar. The experiments demonstrate that, in terms of AUROC and AUPR, our method outperforms the baseline (AE) and the other state-of-the-art methods. Also, thanks to its model size of 641 kB, our detector is suitable for embedded usage.

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Large-Scale Collaborative Writing: Technical Challenges and Recommendations

Collaborative writing is essential for teams that create documents together. Creating documents in large-scale collaborations is a challenging task that requires an efficient workflow. The design of such a workflow has received comparatively little attention. Conventional solutions such as working on a single Microsoft Word document or a shared online document are still widely used. In this paper, we propose a new workflow consisting of a combination of the lightweight markup language AsciiDoc together with the state-of-the-art version control system Git. The proposed process makes use of well-established workflows in the field of software development that have grown over decades. We present a detailed comparison of the proposed markup + Git workflow to Word and Word for the Web as the most prominent examples for conventional approaches.We argue that the proposed approach provides significant benefits regarding scalability, flexibility, and structuring of most collaborative writing tasks, both in academia and industry.

cs.HC↗

Remote Task-oriented Grasp Area Teaching By Non-Experts through Interactive Segmentation and Few-Shot Learning

A robot operating in unstructured environments must be able to discriminate between different grasping styles depending on the prospective manipulation task. Having a system that allows learning from remote non-expert demonstrations can very feasibly extend the cognitive skills of a robot for task-oriented grasping. We propose a novel two-step framework towards this aim. The first step involves grasp area estimation by segmentation. We receive grasp area demonstrations for a new task via interactive segmentation, and learn from these few demonstrations to estimate the required grasp area on an unseen scene for the given task. The second step is autonomous grasp estimation in the segmented region. To train the segmentation network for few-shot learning, we built a grasp area segmentation (GAS) dataset with 10089 images grouped into 1121 segmentation tasks. We benefit from an efficient meta learning algorithm for training for few-shot adaptation. Experimental evaluation showed that our method successfully detects the correct grasp area on the respective objects in unseen test scenes and effectively allows remote teaching of new grasp strategies by non-experts.

cs.CV↗

MCROOD: Multi-Class Radar Out-Of-Distribution Detection

Out-of-distribution (OOD) detection has recently received special attention due to its critical role in safely deploying modern deep learning (DL) architectures. This work proposes a reconstruction-based multi-class OOD detector that operates on radar range doppler images (RDIs). The detector aims to classify any moving object other than a person sitting, standing, or walking as OOD. We also provide a simple yet effective pre-processing technique to detect minor human body movements like breathing. The simple idea is called respiration detector (RESPD) and eases the OOD detection, especially for human sitting and standing classes. On our dataset collected by 60GHz short-range FMCW Radar, we achieve AUROCs of 97.45%, 92.13%, and 96.58% for sitting, standing, and walking classes, respectively. We perform extensive experiments and show that our method outperforms state-of-the-art (SOTA) OOD detection methods. Also, our pipeline performs 24 times faster than the second-best method and is very suitable for real-time processing.

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Bounding Box Disparity: 3D Metrics for Object Detection With Full Degree of Freedom

The most popular evaluation metric for object detection in 2D images is Intersection over Union (IoU). Existing implementations of the IoU metric for 3D object detection usually neglect one or more degrees of freedom. In this paper, we first derive the analytic solution for three dimensional bounding boxes. As a second contribution, a closed-form solution of the volume-to-volume distance is derived. Finally, the Bounding Box Disparity is proposed as a combined positive continuous metric. We provide open source implementations of the three metrics as standalone python functions, as well as extensions to the Open3D library and as ROS nodes.

cs.CV↗

Contextformer: A Transformer with Spatio-Channel Attention for Context Modeling in Learned Image Compression

Entropy modeling is a key component for high-performance image compression algorithms. Recent developments in autoregressive context modeling helped learning-based methods to surpass their classical counterparts. However, the performance of those models can be further improved due to the underexploited spatio-channel dependencies in latent space, and the suboptimal implementation of context adaptivity. Inspired by the adaptive characteristics of the transformers, we propose a transformer-based context model, named Contextformer, which generalizes the de facto standard attention mechanism to spatio-channel attention. We replace the context model of a modern compression framework with the Contextformer and test it on the widely used Kodak, CLIC2020, and Tecnick image datasets. Our experimental results show that the proposed model provides up to 11% rate savings compared to the standard Versatile Video Coding (VVC) Test Model (VTM) 16.2, and outperforms various learning-based models in terms of PSNR and MS-SSIM.

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Evaluation of Video Coding for Machines without Ground Truth

In the emerging field of video coding for machines, video datasets with pristine video quality and high-quality annotations are required for a comprehensive evaluation. However, existing video datasets with detailed annotations are severely limited in size and video quality. Thus, current methods have to either evaluate their codecs on still images or on already compressed data. To mitigate this problem, we propose an evaluation method based on pseudo ground-truth data from the field of semantic segmentation to the evaluation of video coding for machines. Through extensive evaluation, this paper shows that the proposed ground-truth-agnostic evaluation method results in an acceptable absolute measurement error below 0.7 percentage points on the Bjontegaard Delta Rate compared to using the true ground truth for mid-range bitrates. We evaluate on the three tasks of semantic segmentation, instance segmentation, and object detection. Lastly, we utilize the ground-truth-agnostic method to measure the coding performances of the VVC compared against HEVC on the Cityscapes sequences. This reveals that the coding position has a significant influence on the task performance.

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6DLS: Modeling Nonplanar Frictional Surface Contacts for Grasping using 6D Limit Surfaces

Robot grasping with deformable gripper jaws results in nonplanar surface contacts if the jaws deform to the nonplanar local geometry of an object. The frictional force and torque that can be transmitted through a nonplanar surface contact are both three-dimensional, resulting in a six-dimensional frictional wrench (6DFW). Applying traditional planar contact models to such contacts leads to over-conservative results as the models do not consider the nonplanar surface geometry and only compute a three-dimensional subset of the 6DFW. To address this issue, we derive the 6DFW for nonplanar surfaces by combining concepts of differential geometry and Coulomb friction. We also propose two 6D limit surface (6DLS) models, generalized from well-known three-dimensional LS (3DLS) models, which describe the friction-motion constraints for a contact. We evaluate the 6DLS models by fitting them to the 6DFW samples obtained from six parametric surfaces and 2,932 meshed contacts from finite element method simulations of 24 rigid objects. We further present an algorithm to predict multicontact grasp success by building a grasp wrench space with the 6DLS model of each contact. To evaluate the algorithm, we collected 1,035 physical grasps of ten 3D-printed objects with a KUKA robot and a deformable parallel-jaw gripper. In our experiments, the algorithm achieves 66.8% precision, a metric inversely related to false positive predictions, and 76.9% recall, a metric inversely related to false negative predictions. The 6DLS models increase recall by up to 26.1% over 3DLS models with similar precision.

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HSMF-Net: Semantic Viewport Prediction for Immersive Telepresence and On-Demand 360-degree Video

The acceptance of immersive telepresence systems is impeded by the latency that is present when mediating the realistic feeling of presence in a remote environment to a local human user. A disagreement between the user's ego-motion and the visual response provokes the emergence of motion sickness. Viewport or head motion (HM) prediction techniques play a key role in compensating the noticeable delay between the user and the remote site. We present a deep learning-based viewport prediction paradigm that fuses past HM trajectories with scene semantics in a late-fusion manner. Real HM profiles are used to evaluate the proposed approach. A mean compensation rate as high as 99.99% is obtained, clearly outperforming the state-of-the-art. An on-demand 360-degree video streaming framework is presented to prove its general validity. The proposed approach increases the perceived video quality while requiring a significantly lower transmission rate.

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Minimal Work: A Grasp Quality Metric for Deformable Hollow Objects

Robot grasping of deformable hollow objects such as plastic bottles and cups is challenging as the grasp should resist disturbances while minimally deforming the object so as not to damage it or dislodge liquids. We propose minimal work as a novel grasp quality metric that combines wrench resistance and the object deformation. We introduce an efficient algorithm to compute required work to resist an external wrench for a manipulation task by solving a linear program. The algorithm first computes the minimum required grasp force and an estimation of the gripper jaw displacements based on the object deformability at different locations measured with physical experiments. The work done by the jaws is the product of the grasp force and the displacements. The grasp quality metric is computed based on the required work under perturbations of grasp poses to address uncertainties in actuation. We collect 460 physical grasps with a UR5 robot and a Robotiq gripper. Physical experiments suggest the minimal work quality metric reaches 74.2% balanced accuracy and is up to 24.2% higher than classical wrench-based quality metrics, where the balanced accuracy is the raw accuracy normalized by the number of successful and failed real-world grasps.

cs.RO↗

Probabilistic Tile Visibility-Based Server-Side Rate Adaptation for Adaptive 360-Degree Video Streaming

In this paper, we study the server-side rate adaptation problem for streaming tile-based adaptive 360-degree videos to multiple users who are competing for transmission resources at the network bottleneck. Specifically, we develop a convolutional neural network (CNN)-based viewpoint prediction model to capture the nonlinear relationship between the future and historical viewpoints. A Laplace distribution model is utilized to characterize the probability distribution of the prediction error. Given the predicted viewpoint, we then map the viewport in the spherical space into its corresponding planar projection in the 2-D plane, and further derive the visibility probability of each tile based on the planar projection and the prediction error probability. According to the visibility probability, tiles are classified as viewport, marginal and invisible tiles. The server-side tile rate allocation problem for multiple users is then formulated as a non-linear discrete optimization problem to minimize the overall received video distortion of all users and the quality difference between the viewport and marginal tiles of each user, subject to the transmission capacity constraints and users' specific viewport requirements. We develop a steepest descent algorithm to solve this non-linear discrete optimization problem, by initializing the feasible starting point in accordance with the optimal solution of its continuous relaxation. Extensive experimental results show that the proposed algorithm can achieve a near-optimal solution, and outperforms the existing rate adaptation schemes for tile-based adaptive 360-video streaming.

cs.MM↗

MAVI: A Research Platform for Telepresence and Teleoperation

One of the goals in telepresence is to be able to perform daily tasks remotely. A key requirement for this is a robust and reliable mobile robotic platform. Ideally, such a platform should support 360-degree stereoscopic vision and semi-autonomous telemanipulation ability. In this technical report, we present our latest work on designing the telepresence mobile robot platform called MAVI. MAVI is a low-cost and robust but extendable platform for research and educational purpose, especially for machine vision and human interaction in telepresence setups. The MAVI platform offers a balance between modularity, capabilities, accessibility, cost and an open source software framework. With a range of different sensors such as Inertial Measurement Unit (IMU), 360-degree laser rangefinder, ultrasonic proximity sensors, and force sensors along with smart actuation in omnidirectional holonomic locomotion, high load cylindrical manipulator, and actuated stereoscopic Pan-Tilt-Roll Unit (PTRU), not only MAVI can provide the basic feedbacks from its surroundings, but also can interact within the remote environment in multiple ways. The software architecture of MAVI is based on the Robot Operating System (ROS) which allows for the easy integration of the state-of-the-art software packages.

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