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Jitendra Malik

Publications and source records attributed to Jitendra Malik.

At least 181 records · Page 10Linked to original sources

Deep Isometric Learning for Visual Recognition

Initialization, normalization, and skip connections are believed to be three indispensable techniques for training very deep convolutional neural networks and obtaining state-of-the-art performance. This paper shows that deep vanilla ConvNets without normalization nor skip connections can also be trained to achieve surprisingly good performance on standard image recognition benchmarks. This is achieved by enforcing the convolution kernels to be near isometric during initialization and training, as well as by using a variant of ReLU that is shifted towards being isometric. Further experiments show that if combined with skip connections, such near isometric networks can achieve performances on par with (for ImageNet) and better than (for COCO) the standard ResNet, even without normalization at all. Our code is available at https://github.com/HaozhiQi/ISONet.

cs.CV↗

Side-Tuning: A Baseline for Network Adaptation via Additive Side Networks

When training a neural network for a desired task, one may prefer to adapt a pre-trained network rather than starting from randomly initialized weights. Adaptation can be useful in cases when training data is scarce, when a single learner needs to perform multiple tasks, or when one wishes to encode priors in the network. The most commonly employed approaches for network adaptation are fine-tuning and using the pre-trained network as a fixed feature extractor, among others. In this paper, we propose a straightforward alternative: side-tuning. Side-tuning adapts a pre-trained network by training a lightweight "side" network that is fused with the (unchanged) pre-trained network via summation. This simple method works as well as or better than existing solutions and it resolves some of the basic issues with fine-tuning, fixed features, and other common approaches. In particular, side-tuning is less prone to overfitting, is asymptotically consistent, and does not suffer from catastrophic forgetting in incremental learning. We demonstrate the performance of side-tuning under a diverse set of scenarios, including incremental learning (iCIFAR, iTaskonomy), reinforcement learning, imitation learning (visual navigation in Habitat), NLP question-answering (SQuAD v2), and single-task transfer learning (Taskonomy), with consistently promising results.

cs.LG↗

Long-term Human Motion Prediction with Scene Context

Human movement is goal-directed and influenced by the spatial layout of the objects in the scene. To plan future human motion, it is crucial to perceive the environment -- imagine how hard it is to navigate a new room with lights off. Existing works on predicting human motion do not pay attention to the scene context and thus struggle in long-term prediction. In this work, we propose a novel three-stage framework that exploits scene context to tackle this task. Given a single scene image and 2D pose histories, our method first samples multiple human motion goals, then plans 3D human paths towards each goal, and finally predicts 3D human pose sequences following each path. For stable training and rigorous evaluation, we contribute a diverse synthetic dataset with clean annotations. In both synthetic and real datasets, our method shows consistent quantitative and qualitative improvements over existing methods.

cs.CV↗

Shape and Viewpoint without Keypoints

We present a learning framework that learns to recover the 3D shape, pose and texture from a single image, trained on an image collection without any ground truth 3D shape, multi-view, camera viewpoints or keypoint supervision. We approach this highly under-constrained problem in a "analysis by synthesis" framework where the goal is to predict the likely shape, texture and camera viewpoint that could produce the image with various learned category-specific priors. Our particular contribution in this paper is a representation of the distribution over cameras, which we call "camera-multiplex". Instead of picking a point estimate, we maintain a set of camera hypotheses that are optimized during training to best explain the image given the current shape and texture. We call our approach Unsupervised Category-Specific Mesh Reconstruction (U-CMR), and present qualitative and quantitative results on CUB, Pascal 3D and new web-scraped datasets. We obtain state-of-the-art camera prediction results and show that we can learn to predict diverse shapes and textures across objects using an image collection without any keypoint annotations or 3D ground truth. Project page: https://shubham-goel.github.io/ucmr

cs.CV↗

It Is Not the Journey but the Destination: Endpoint Conditioned Trajectory Prediction

Human trajectory forecasting with multiple socially interacting agents is of critical importance for autonomous navigation in human environments, e.g., for self-driving cars and social robots. In this work, we present Predicted Endpoint Conditioned Network (PECNet) for flexible human trajectory prediction. PECNet infers distant trajectory endpoints to assist in long-range multi-modal trajectory prediction. A novel non-local social pooling layer enables PECNet to infer diverse yet socially compliant trajectories. Additionally, we present a simple "truncation-trick" for improving few-shot multi-modal trajectory prediction performance. We show that PECNet improves state-of-the-art performance on the Stanford Drone trajectory prediction benchmark by ~20.9% and on the ETH/UCY benchmark by ~40.8%. Project homepage: https://karttikeya.github.io/publication/htf/

cs.CV↗

Robust Learning Through Cross-Task Consistency

Visual perception entails solving a wide set of tasks, e.g., object detection, depth estimation, etc. The predictions made for multiple tasks from the same image are not independent, and therefore, are expected to be consistent. We propose a broadly applicable and fully computational method for augmenting learning with Cross-Task Consistency. The proposed formulation is based on inference-path invariance over a graph of arbitrary tasks. We observe that learning with cross-task consistency leads to more accurate predictions and better generalization to out-of-distribution inputs. This framework also leads to an informative unsupervised quantity, called Consistency Energy, based on measuring the intrinsic consistency of the system. Consistency Energy correlates well with the supervised error (r=0.67), thus it can be employed as an unsupervised confidence metric as well as for detection of out-of-distribution inputs (ROC-AUC=0.95). The evaluations are performed on multiple datasets, including Taskonomy, Replica, CocoDoom, and ApolloScape, and they benchmark cross-task consistency versus various baselines including conventional multi-task learning, cycle consistency, and analytical consistency.

cs.CV↗

Multimodal Image Synthesis with Conditional Implicit Maximum Likelihood Estimation

Many tasks in computer vision and graphics fall within the framework of conditional image synthesis. In recent years, generative adversarial nets (GANs) have delivered impressive advances in quality of synthesized images. However, it remains a challenge to generate both diverse and plausible images for the same input, due to the problem of mode collapse. In this paper, we develop a new generic multimodal conditional image synthesis method based on Implicit Maximum Likelihood Estimation (IMLE) and demonstrate improved multimodal image synthesis performance on two tasks, single image super-resolution and image synthesis from scene layouts. We make our implementation publicly available.

cs.CV↗

Audiovisual SlowFast Networks for Video Recognition

We present Audiovisual SlowFast Networks, an architecture for integrated audiovisual perception. AVSlowFast has Slow and Fast visual pathways that are deeply integrated with a Faster Audio pathway to model vision and sound in a unified representation. We fuse audio and visual features at multiple layers, enabling audio to contribute to the formation of hierarchical audiovisual concepts. To overcome training difficulties that arise from different learning dynamics for audio and visual modalities, we introduce DropPathway, which randomly drops the Audio pathway during training as an effective regularization technique. Inspired by prior studies in neuroscience, we perform hierarchical audiovisual synchronization to learn joint audiovisual features. We report state-of-the-art results on six video action classification and detection datasets, perform detailed ablation studies, and show the generalization of AVSlowFast to learn self-supervised audiovisual features. Code will be made available at: https://github.com/facebookresearch/SlowFast.

cs.CV↗

Mesh R-CNN

Rapid advances in 2D perception have led to systems that accurately detect objects in real-world images. However, these systems make predictions in 2D, ignoring the 3D structure of the world. Concurrently, advances in 3D shape prediction have mostly focused on synthetic benchmarks and isolated objects. We unify advances in these two areas. We propose a system that detects objects in real-world images and produces a triangle mesh giving the full 3D shape of each detected object. Our system, called Mesh R-CNN, augments Mask R-CNN with a mesh prediction branch that outputs meshes with varying topological structure by first predicting coarse voxel representations which are converted to meshes and refined with a graph convolution network operating over the mesh's vertices and edges. We validate our mesh prediction branch on ShapeNet, where we outperform prior work on single-image shape prediction. We then deploy our full Mesh R-CNN system on Pix3D, where we jointly detect objects and predict their 3D shapes.

cs.CV↗

Learning to Navigate Using Mid-Level Visual Priors

How much does having visual priors about the world (e.g. the fact that the world is 3D) assist in learning to perform downstream motor tasks (e.g. navigating a complex environment)? What are the consequences of not utilizing such visual priors in learning? We study these questions by integrating a generic perceptual skill set (a distance estimator, an edge detector, etc.) within a reinforcement learning framework (see Fig. 1). This skill set ("mid-level vision") provides the policy with a more processed state of the world compared to raw images. Our large-scale study demonstrates that using mid-level vision results in policies that learn faster, generalize better, and achieve higher final performance, when compared to learning from scratch and/or using state-of-the-art visual and non-visual representation learning methods. We show that conventional computer vision objectives are particularly effective in this regard and can be conveniently integrated into reinforcement learning frameworks. Finally, we found that no single visual representation was universally useful for all downstream tasks, hence we computationally derive a task-agnostic set of representations optimized to support arbitrary downstream tasks.

cs.CV↗

Habitat: A Platform for Embodied AI Research

We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast -- when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining tasks (e.g., navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or 'merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.

cs.CV↗

SlowFast Networks for Video Recognition

We present SlowFast networks for video recognition. Our model involves (i) a Slow pathway, operating at low frame rate, to capture spatial semantics, and (ii) a Fast pathway, operating at high frame rate, to capture motion at fine temporal resolution. The Fast pathway can be made very lightweight by reducing its channel capacity, yet can learn useful temporal information for video recognition. Our models achieve strong performance for both action classification and detection in video, and large improvements are pin-pointed as contributions by our SlowFast concept. We report state-of-the-art accuracy on major video recognition benchmarks, Kinetics, Charades and AVA. Code has been made available at: https://github.com/facebookresearch/SlowFast

cs.CV↗

Learning Navigation Subroutines from Egocentric Videos

Planning at a higher level of abstraction instead of low level torques improves the sample efficiency in reinforcement learning, and computational efficiency in classical planning. We propose a method to learn such hierarchical abstractions, or subroutines from egocentric video data of experts performing tasks. We learn a self-supervised inverse model on small amounts of random interaction data to pseudo-label the expert egocentric videos with agent actions. Visuomotor subroutines are acquired from these pseudo-labeled videos by learning a latent intent-conditioned policy that predicts the inferred pseudo-actions from the corresponding image observations. We demonstrate our proposed approach in context of navigation, and show that we can successfully learn consistent and diverse visuomotor subroutines from passive egocentric videos. We demonstrate the utility of our acquired visuomotor subroutines by using them as is for exploration, and as sub-policies in a hierarchical RL framework for reaching point goals and semantic goals. We also demonstrate behavior of our subroutines in the real world, by deploying them on a real robotic platform. Project website: https://ashishkumar1993.github.io/subroutines/.

cs.RO↗

3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera

A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.

cs.CV↗

Learning 3D Human Dynamics from Video

From an image of a person in action, we can easily guess the 3D motion of the person in the immediate past and future. This is because we have a mental model of 3D human dynamics that we have acquired from observing visual sequences of humans in motion. We present a framework that can similarly learn a representation of 3D dynamics of humans from video via a simple but effective temporal encoding of image features. At test time, from video, the learned temporal representation give rise to smooth 3D mesh predictions. From a single image, our model can recover the current 3D mesh as well as its 3D past and future motion. Our approach is designed so it can learn from videos with 2D pose annotations in a semi-supervised manner. Though annotated data is always limited, there are millions of videos uploaded daily on the Internet. In this work, we harvest this Internet-scale source of unlabeled data by training our model on unlabeled video with pseudo-ground truth 2D pose obtained from an off-the-shelf 2D pose detector. Our experiments show that adding more videos with pseudo-ground truth 2D pose monotonically improves 3D prediction performance. We evaluate our model, Human Mesh and Motion Recovery (HMMR), on the recent challenging dataset of 3D Poses in the Wild and obtain state-of-the-art performance on the 3D prediction task without any fine-tuning. The project website with video, code, and data can be found at https://akanazawa.github.io/human_dynamics/.

cs.CV↗

Diverse Image Synthesis from Semantic Layouts via Conditional IMLE

Most existing methods for conditional image synthesis are only able to generate a single plausible image for any given input, or at best a fixed number of plausible images. In this paper, we focus on the problem of generating images from semantic segmentation maps and present a simple new method that can generate an arbitrary number of images with diverse appearance for the same semantic layout. Unlike most existing approaches which adopt the GAN framework, our method is based on the recently introduced Implicit Maximum Likelihood Estimation (IMLE) framework. Compared to the leading approach, our method is able to generate more diverse images while producing fewer artifacts despite using the same architecture. The learned latent space also has sensible structure despite the lack of supervision that encourages such behaviour. Videos and code are available at https://people.eecs.berkeley.edu/~ke.li/projects/imle/scene_layouts/.

cs.CV↗

Predicting 3D Human Dynamics from Video

Given a video of a person in action, we can easily guess the 3D future motion of the person. In this work, we present perhaps the first approach for predicting a future 3D mesh model sequence of a person from past video input. We do this for periodic motions such as walking and also actions like bowling and squatting seen in sports or workout videos. While there has been a surge of future prediction problems in computer vision, most approaches predict 3D future from 3D past or 2D future from 2D past inputs. In this work, we focus on the problem of predicting 3D future motion from past image sequences, which has a plethora of practical applications in autonomous systems that must operate safely around people from visual inputs. Inspired by the success of autoregressive models in language modeling tasks, we learn an intermediate latent space on which we predict the future. This effectively facilitates autoregressive predictions when the input differs from the output domain. Our approach can be trained on video sequences obtained in-the-wild without 3D ground truth labels. The project website with videos can be found at https://jasonyzhang.com/phd.

cs.CV↗

Combining Optimal Control and Learning for Visual Navigation in Novel Environments

Model-based control is a popular paradigm for robot navigation because it can leverage a known dynamics model to efficiently plan robust robot trajectories. However, it is challenging to use model-based methods in settings where the environment is a priori unknown and can only be observed partially through on-board sensors on the robot. In this work, we address this short-coming by coupling model-based control with learning-based perception. The learning-based perception module produces a series of waypoints that guide the robot to the goal via a collision-free path. These waypoints are used by a model-based planner to generate a smooth and dynamically feasible trajectory that is executed on the physical system using feedback control. Our experiments in simulated real-world cluttered environments and on an actual ground vehicle demonstrate that the proposed approach can reach goal locations more reliably and efficiently in novel environments as compared to purely geometric mapping-based or end-to-end learning-based alternatives. Our approach does not rely on detailed explicit 3D maps of the environment, works well with low frame rates, and generalizes well from simulation to the real world. Videos describing our approach and experiments are available on the project website.

cs.RO↗