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Kristen Grauman

Publications and source records attributed to Kristen Grauman.

At least 73 records · Page 4Linked to original sources

Learning Audio-Visual Dereverberation

Reverberation not only degrades the quality of speech for human perception, but also severely impacts the accuracy of automatic speech recognition. Prior work attempts to remove reverberation based on the audio modality only. Our idea is to learn to dereverberate speech from audio-visual observations. The visual environment surrounding a human speaker reveals important cues about the room geometry, materials, and speaker location, all of which influence the precise reverberation effects. We introduce Visually-Informed Dereverberation of Audio (VIDA), an end-to-end approach that learns to remove reverberation based on both the observed monaural sound and visual scene. In support of this new task, we develop a large-scale dataset SoundSpaces-Speech that uses realistic acoustic renderings of speech in real-world 3D scans of homes offering a variety of room acoustics. Demonstrating our approach on both simulated and real imagery for speech enhancement, speech recognition, and speaker identification, we show it achieves state-of-the-art performance and substantially improves over audio-only methods.

cs.SD↗

Egocentric Video Task Translation @ Ego4D Challenge 2022

This technical report describes the EgoTask Translation approach that explores relations among a set of egocentric video tasks in the Ego4D challenge. To improve the primary task of interest, we propose to leverage existing models developed for other related tasks and design a task translator that learns to ''translate'' auxiliary task features to the primary task. With no modification to the baseline architectures, our proposed approach achieves competitive performance on two Ego4D challenges, ranking the 1st in the talking to me challenge and the 3rd in the PNR keyframe localization challenge.

cs.CV↗

SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning

We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2.0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks -- embodied navigation and far-field automatic speech recognition -- and highlight sim2real performance for the latter. SoundSpaces 2.0 is publicly available to facilitate wider research for perceptual systems that can both see and hear.

cs.SD↗

A Domain-Agnostic Approach for Characterization of Lifelong Learning Systems

Despite the advancement of machine learning techniques in recent years, state-of-the-art systems lack robustness to "real world" events, where the input distributions and tasks encountered by the deployed systems will not be limited to the original training context, and systems will instead need to adapt to novel distributions and tasks while deployed. This critical gap may be addressed through the development of "Lifelong Learning" systems that are capable of 1) Continuous Learning, 2) Transfer and Adaptation, and 3) Scalability. Unfortunately, efforts to improve these capabilities are typically treated as distinct areas of research that are assessed independently, without regard to the impact of each separate capability on other aspects of the system. We instead propose a holistic approach, using a suite of metrics and an evaluation framework to assess Lifelong Learning in a principled way that is agnostic to specific domains or system techniques. Through five case studies, we show that this suite of metrics can inform the development of varied and complex Lifelong Learning systems. We highlight how the proposed suite of metrics quantifies performance trade-offs present during Lifelong Learning system development - both the widely discussed Stability-Plasticity dilemma and the newly proposed relationship between Sample Efficient and Robust Learning. Further, we make recommendations for the formulation and use of metrics to guide the continuing development of Lifelong Learning systems and assess their progress in the future.

cs.LG↗

EgoDistill: Egocentric Head Motion Distillation for Efficient Video Understanding

Recent advances in egocentric video understanding models are promising, but their heavy computational expense is a barrier for many real-world applications. To address this challenge, we propose EgoDistill, a distillation-based approach that learns to reconstruct heavy egocentric video clip features by combining the semantics from a sparse set of video frames with the head motion from lightweight IMU readings. We further devise a novel self-supervised training strategy for IMU feature learning. Our method leads to significant improvements in efficiency, requiring 200x fewer GFLOPs than equivalent video models. We demonstrate its effectiveness on the Ego4D and EPICKitchens datasets, where our method outperforms state-of-the-art efficient video understanding methods.

cs.CV↗

Retrospectives on the Embodied AI Workshop

We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.

cs.CV↗

Few-Shot Audio-Visual Learning of Environment Acoustics

Room impulse response (RIR) functions capture how the surrounding physical environment transforms the sounds heard by a listener, with implications for various applications in AR, VR, and robotics. Whereas traditional methods to estimate RIRs assume dense geometry and/or sound measurements throughout the environment, we explore how to infer RIRs based on a sparse set of images and echoes observed in the space. Towards that goal, we introduce a transformer-based method that uses self-attention to build a rich acoustic context, then predicts RIRs of arbitrary query source-receiver locations through cross-attention. Additionally, we design a novel training objective that improves the match in the acoustic signature between the RIR predictions and the targets. In experiments using a state-of-the-art audio-visual simulator for 3D environments, we demonstrate that our method successfully generates arbitrary RIRs, outperforming state-of-the-art methods and -- in a major departure from traditional methods -- generalizing to novel environments in a few-shot manner. Project: http://vision.cs.utexas.edu/projects/fs_rir.

cs.SD↗

Egocentric Activity Recognition and Localization on a 3D Map

Given a video captured from a first person perspective and the environment context of where the video is recorded, can we recognize what the person is doing and identify where the action occurs in the 3D space? We address this challenging problem of jointly recognizing and localizing actions of a mobile user on a known 3D map from egocentric videos. To this end, we propose a novel deep probabilistic model. Our model takes the inputs of a Hierarchical Volumetric Representation (HVR) of the 3D environment and an egocentric video, infers the 3D action location as a latent variable, and recognizes the action based on the video and contextual cues surrounding its potential locations. To evaluate our model, we conduct extensive experiments on the subset of Ego4D dataset, in which both human naturalistic actions and photo-realistic 3D environment reconstructions are captured. Our method demonstrates strong results on both action recognition and 3D action localization across seen and unseen environments. We believe our work points to an exciting research direction in the intersection of egocentric vision, and 3D scene understanding.

cs.CV↗

Active Audio-Visual Separation of Dynamic Sound Sources

We explore active audio-visual separation for dynamic sound sources, where an embodied agent moves intelligently in a 3D environment to continuously isolate the time-varying audio stream being emitted by an object of interest. The agent hears a mixed stream of multiple audio sources (e.g., multiple people conversing and a band playing music at a noisy party). Given a limited time budget, it needs to extract the target sound accurately at every step using egocentric audio-visual observations. We propose a reinforcement learning agent equipped with a novel transformer memory that learns motion policies to control its camera and microphone to recover the dynamic target audio, using self-attention to make high-quality estimates for current timesteps and also simultaneously improve its past estimates. Using highly realistic acoustic SoundSpaces simulations in real-world scanned Matterport3D environments, we show that our model is able to learn efficient behavior to carry out continuous separation of a dynamic audio target. Project: https://vision.cs.utexas.edu/projects/active-av-dynamic-separation/.

cs.CV↗

PONI: Potential Functions for ObjectGoal Navigation with Interaction-free Learning

State-of-the-art approaches to ObjectGoal navigation rely on reinforcement learning and typically require significant computational resources and time for learning. We propose Potential functions for ObjectGoal Navigation with Interaction-free learning (PONI), a modular approach that disentangles the skills of `where to look?' for an object and `how to navigate to (x, y)?'. Our key insight is that `where to look?' can be treated purely as a perception problem, and learned without environment interactions. To address this, we propose a network that predicts two complementary potential functions conditioned on a semantic map and uses them to decide where to look for an unseen object. We train the potential function network using supervised learning on a passive dataset of top-down semantic maps, and integrate it into a modular framework to perform ObjectGoal navigation. Experiments on Gibson and Matterport3D demonstrate that our method achieves the state-of-the-art for ObjectGoal navigation while incurring up to 1,600x less computational cost for training. Code and pre-trained models are available: https://vision.cs.utexas.edu/projects/poni/

cs.CV↗

Visual Acoustic Matching

We introduce the visual acoustic matching task, in which an audio clip is transformed to sound like it was recorded in a target environment. Given an image of the target environment and a waveform for the source audio, the goal is to re-synthesize the audio to match the target room acoustics as suggested by its visible geometry and materials. To address this novel task, we propose a cross-modal transformer model that uses audio-visual attention to inject visual properties into the audio and generate realistic audio output. In addition, we devise a self-supervised training objective that can learn acoustic matching from in-the-wild Web videos, despite their lack of acoustically mismatched audio. We demonstrate that our approach successfully translates human speech to a variety of real-world environments depicted in images, outperforming both traditional acoustic matching and more heavily supervised baselines.

cs.CV↗

Zero Experience Required: Plug & Play Modular Transfer Learning for Semantic Visual Navigation

In reinforcement learning for visual navigation, it is common to develop a model for each new task, and train that model from scratch with task-specific interactions in 3D environments. However, this process is expensive; massive amounts of interactions are needed for the model to generalize well. Moreover, this process is repeated whenever there is a change in the task type or the goal modality. We present a unified approach to visual navigation using a novel modular transfer learning model. Our model can effectively leverage its experience from one source task and apply it to multiple target tasks (e.g., ObjectNav, RoomNav, ViewNav) with various goal modalities (e.g., image, sketch, audio, label). Furthermore, our model enables zero-shot experience learning, whereby it can solve the target tasks without receiving any task-specific interactive training. Our experiments on multiple photorealistic datasets and challenging tasks show that our approach learns faster, generalizes better, and outperforms SoTA models by a significant margin.

cs.CV↗

Ego4D: Around the World in 3,000 Hours of Egocentric Video

We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expands the volume of diverse egocentric video footage publicly available to the research community. Portions of the video are accompanied by audio, 3D meshes of the environment, eye gaze, stereo, and/or synchronized videos from multiple egocentric cameras at the same event. Furthermore, we present a host of new benchmark challenges centered around understanding the first-person visual experience in the past (querying an episodic memory), present (analyzing hand-object manipulation, audio-visual conversation, and social interactions), and future (forecasting activities). By publicly sharing this massive annotated dataset and benchmark suite, we aim to push the frontier of first-person perception. Project page: https://ego4d-data.org/

cs.CV↗

DexVIP: Learning Dexterous Grasping with Human Hand Pose Priors from Video

Dexterous multi-fingered robotic hands have a formidable action space, yet their morphological similarity to the human hand holds immense potential to accelerate robot learning. We propose DexVIP, an approach to learn dexterous robotic grasping from human-object interactions present in in-the-wild YouTube videos. We do this by curating grasp images from human-object interaction videos and imposing a prior over the agent's hand pose when learning to grasp with deep reinforcement learning. A key advantage of our method is that the learned policy is able to leverage free-form in-the-wild visual data. As a result, it can easily scale to new objects, and it sidesteps the standard practice of collecting human demonstrations in a lab -- a much more expensive and indirect way to capture human expertise. Through experiments on 27 objects with a 30-DoF simulated robot hand, we demonstrate that DexVIP compares favorably to existing approaches that lack a hand pose prior or rely on specialized tele-operation equipment to obtain human demonstrations, while also being faster to train. Project page: https://vision.cs.utexas.edu/projects/dexvip-dexterous-grasp-pose-prior

cs.RO↗

Geometry-Aware Multi-Task Learning for Binaural Audio Generation from Video

Binaural audio provides human listeners with an immersive spatial sound experience, but most existing videos lack binaural audio recordings. We propose an audio spatialization method that draws on visual information in videos to convert their monaural (single-channel) audio to binaural audio. Whereas existing approaches leverage visual features extracted directly from video frames, our approach explicitly disentangles the geometric cues present in the visual stream to guide the learning process. In particular, we develop a multi-task framework that learns geometry-aware features for binaural audio generation by accounting for the underlying room impulse response, the visual stream's coherence with the sound source(s) positions, and the consistency in geometry of the sounding objects over time. Furthermore, we introduce a new large video dataset with realistic binaural audio simulated for real-world scanned environments. On two datasets, we demonstrate the efficacy of our method, which achieves state-of-the-art results.

cs.CV↗

Shaping embodied agent behavior with activity-context priors from egocentric video

Complex physical tasks entail a sequence of object interactions, each with its own preconditions -- which can be difficult for robotic agents to learn efficiently solely through their own experience. We introduce an approach to discover activity-context priors from in-the-wild egocentric video captured with human worn cameras. For a given object, an activity-context prior represents the set of other compatible objects that are required for activities to succeed (e.g., a knife and cutting board brought together with a tomato are conducive to cutting). We encode our video-based prior as an auxiliary reward function that encourages an agent to bring compatible objects together before attempting an interaction. In this way, our model translates everyday human experience into embodied agent skills. We demonstrate our idea using egocentric EPIC-Kitchens video of people performing unscripted kitchen activities to benefit virtual household robotic agents performing various complex tasks in AI2-iTHOR, significantly accelerating agent learning. Project page: http://vision.cs.utexas.edu/projects/ego-rewards/

cs.CV↗

Anticipative Video Transformer

We propose Anticipative Video Transformer (AVT), an end-to-end attention-based video modeling architecture that attends to the previously observed video in order to anticipate future actions. We train the model jointly to predict the next action in a video sequence, while also learning frame feature encoders that are predictive of successive future frames' features. Compared to existing temporal aggregation strategies, AVT has the advantage of both maintaining the sequential progression of observed actions while still capturing long-range dependencies--both critical for the anticipation task. Through extensive experiments, we show that AVT obtains the best reported performance on four popular action anticipation benchmarks: EpicKitchens-55, EpicKitchens-100, EGTEA Gaze+, and 50-Salads; and it wins first place in the EpicKitchens-100 CVPR'21 challenge.

cs.CV↗

From Culture to Clothing: Discovering the World Events Behind A Century of Fashion Images

Fashion is intertwined with external cultural factors, but identifying these links remains a manual process limited to only the most salient phenomena. We propose a data-driven approach to identify specific cultural factors affecting the clothes people wear. Using large-scale datasets of news articles and vintage photos spanning a century, we present a multi-modal statistical model to detect influence relationships between happenings in the world and people's choice of clothing. Furthermore, on two image datasets we apply our model to improve the concrete vision tasks of visual style forecasting and photo timestamping. Our work is a first step towards a computational, scalable, and easily refreshable approach to link culture to clothing.

cs.CV↗