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Luc Van Gool

Publications and source records attributed to Luc Van Gool.

At least 199 records · Page 11Linked to original sources

Investigating the Effectiveness of Cross-Attention to Unlock Zero-Shot Editing of Text-to-Video Diffusion Models

With recent advances in image and video diffusion models for content creation, a plethora of techniques have been proposed for customizing their generated content. In particular, manipulating the cross-attention layers of Text-to-Image (T2I) diffusion models has shown great promise in controlling the shape and location of objects in the scene. Transferring image-editing techniques to the video domain, however, is extremely challenging as object motion and temporal consistency are difficult to capture accurately. In this work, we take a first look at the role of cross-attention in Text-to-Video (T2V) diffusion models for zero-shot video editing. While one-shot models have shown potential in controlling motion and camera movement, we demonstrate zero-shot control over object shape, position and movement in T2V models. We show that despite the limitations of current T2V models, cross-attention guidance can be a promising approach for editing videos.

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Self-Explainable Affordance Learning with Embodied Caption

In the field of visual affordance learning, previous methods mainly used abundant images or videos that delineate human behavior patterns to identify action possibility regions for object manipulation, with a variety of applications in robotic tasks. However, they encounter a main challenge of action ambiguity, illustrated by the vagueness like whether to beat or carry a drum, and the complexities involved in processing intricate scenes. Moreover, it is important for human intervention to rectify robot errors in time. To address these issues, we introduce Self-Explainable Affordance learning (SEA) with embodied caption. This innovation enables robots to articulate their intentions and bridge the gap between explainable vision-language caption and visual affordance learning. Due to a lack of appropriate dataset, we unveil a pioneering dataset and metrics tailored for this task, which integrates images, heatmaps, and embodied captions. Furthermore, we propose a novel model to effectively combine affordance grounding with self-explanation in a simple but efficient manner. Extensive quantitative and qualitative experiments demonstrate our method's effectiveness.

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HandDiff: 3D Hand Pose Estimation with Diffusion on Image-Point Cloud

Extracting keypoint locations from input hand frames, known as 3D hand pose estimation, is a critical task in various human-computer interaction applications. Essentially, the 3D hand pose estimation can be regarded as a 3D point subset generative problem conditioned on input frames. Thanks to the recent significant progress on diffusion-based generative models, hand pose estimation can also benefit from the diffusion model to estimate keypoint locations with high quality. However, directly deploying the existing diffusion models to solve hand pose estimation is non-trivial, since they cannot achieve the complex permutation mapping and precise localization. Based on this motivation, this paper proposes HandDiff, a diffusion-based hand pose estimation model that iteratively denoises accurate hand pose conditioned on hand-shaped image-point clouds. In order to recover keypoint permutation and accurate location, we further introduce joint-wise condition and local detail condition. Experimental results demonstrate that the proposed HandDiff significantly outperforms the existing approaches on four challenging hand pose benchmark datasets. Codes and pre-trained models are publicly available at https://github.com/cwc1260/HandDiff.

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Know Your Neighbors: Improving Single-View Reconstruction via Spatial Vision-Language Reasoning

Recovering the 3D scene geometry from a single view is a fundamental yet ill-posed problem in computer vision. While classical depth estimation methods infer only a 2.5D scene representation limited to the image plane, recent approaches based on radiance fields reconstruct a full 3D representation. However, these methods still struggle with occluded regions since inferring geometry without visual observation requires (i) semantic knowledge of the surroundings, and (ii) reasoning about spatial context. We propose KYN, a novel method for single-view scene reconstruction that reasons about semantic and spatial context to predict each point's density. We introduce a vision-language modulation module to enrich point features with fine-grained semantic information. We aggregate point representations across the scene through a language-guided spatial attention mechanism to yield per-point density predictions aware of the 3D semantic context. We show that KYN improves 3D shape recovery compared to predicting density for each 3D point in isolation. We achieve state-of-the-art results in scene and object reconstruction on KITTI-360, and show improved zero-shot generalization compared to prior work. Project page: https://ruili3.github.io/kyn.

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I-Design: Personalized LLM Interior Designer

Interior design allows us to be who we are and live how we want - each design is as unique as our distinct personality. However, it is not trivial for non-professionals to express and materialize this since it requires aligning functional and visual expectations with the constraints of physical space; this renders interior design a luxury. To make it more accessible, we present I-Design, a personalized interior designer that allows users to generate and visualize their design goals through natural language communication. I-Design starts with a team of large language model agents that engage in dialogues and logical reasoning with one another, transforming textual user input into feasible scene graph designs with relative object relationships. Subsequently, an effective placement algorithm determines optimal locations for each object within the scene. The final design is then constructed in 3D by retrieving and integrating assets from an existing object database. Additionally, we propose a new evaluation protocol that utilizes a vision-language model and complements the design pipeline. Extensive quantitative and qualitative experiments show that I-Design outperforms existing methods in delivering high-quality 3D design solutions and aligning with abstract concepts that match user input, showcasing its advantages across detailed 3D arrangement and conceptual fidelity.

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A Unified and Interpretable Emotion Representation and Expression Generation

Canonical emotions, such as happy, sad, and fearful, are easy to understand and annotate. However, emotions are often compound, e.g. happily surprised, and can be mapped to the action units (AUs) used for expressing emotions, and trivially to the canonical ones. Intuitively, emotions are continuous as represented by the arousal-valence (AV) model. An interpretable unification of these four modalities - namely, Canonical, Compound, AUs, and AV - is highly desirable, for a better representation and understanding of emotions. However, such unification remains to be unknown in the current literature. In this work, we propose an interpretable and unified emotion model, referred as C2A2. We also develop a method that leverages labels of the non-unified models to annotate the novel unified one. Finally, we modify the text-conditional diffusion models to understand continuous numbers, which are then used to generate continuous expressions using our unified emotion model. Through quantitative and qualitative experiments, we show that our generated images are rich and capture subtle expressions. Our work allows a fine-grained generation of expressions in conjunction with other textual inputs and offers a new label space for emotions at the same time.

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Deep Equilibrium Diffusion Restoration with Parallel Sampling

Diffusion model-based image restoration (IR) aims to use diffusion models to recover high-quality (HQ) images from degraded images, achieving promising performance. Due to the inherent property of diffusion models, most existing methods need long serial sampling chains to restore HQ images step-by-step, resulting in expensive sampling time and high computation costs. Moreover, such long sampling chains hinder understanding the relationship between inputs and restoration results since it is hard to compute the gradients in the whole chains. In this work, we aim to rethink the diffusion model-based IR models through a different perspective, i.e., a deep equilibrium (DEQ) fixed point system, called DeqIR. Specifically, we derive an analytical solution by modeling the entire sampling chain in these IR models as a joint multivariate fixed point system. Based on the analytical solution, we can conduct parallel sampling and restore HQ images without training. Furthermore, we compute fast gradients via DEQ inversion and found that initialization optimization can boost image quality and control the generation direction. Extensive experiments on benchmarks demonstrate the effectiveness of our method on typical IR tasks and real-world settings.

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Single-Model and Any-Modality for Video Object Tracking

In the realm of video object tracking, auxiliary modalities such as depth, thermal, or event data have emerged as valuable assets to complement the RGB trackers. In practice, most existing RGB trackers learn a single set of parameters to use them across datasets and applications. However, a similar single-model unification for multi-modality tracking presents several challenges. These challenges stem from the inherent heterogeneity of inputs -- each with modality-specific representations, the scarcity of multi-modal datasets, and the absence of all the modalities at all times. In this work, we introduce Un-Track, a Unified Tracker of a single set of parameters for any modality. To handle any modality, our method learns their common latent space through low-rank factorization and reconstruction techniques. More importantly, we use only the RGB-X pairs to learn the common latent space. This unique shared representation seamlessly binds all modalities together, enabling effective unification and accommodating any missing modality, all within a single transformer-based architecture. Our Un-Track achieves +8.1 absolute F-score gain, on the DepthTrack dataset, by introducing only +2.14 (over 21.50) GFLOPs with +6.6M (over 93M) parameters, through a simple yet efficient prompting strategy. Extensive comparisons on five benchmark datasets with different modalities show that Un-Track surpasses both SOTA unified trackers and modality-specific counterparts, validating our effectiveness and practicality. The source code is publicly available at https://github.com/Zongwei97/UnTrack.

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UniDepth: Universal Monocular Metric Depth Estimation

Accurate monocular metric depth estimation (MMDE) is crucial to solving downstream tasks in 3D perception and modeling. However, the remarkable accuracy of recent MMDE methods is confined to their training domains. These methods fail to generalize to unseen domains even in the presence of moderate domain gaps, which hinders their practical applicability. We propose a new model, UniDepth, capable of reconstructing metric 3D scenes from solely single images across domains. Departing from the existing MMDE methods, UniDepth directly predicts metric 3D points from the input image at inference time without any additional information, striving for a universal and flexible MMDE solution. In particular, UniDepth implements a self-promptable camera module predicting dense camera representation to condition depth features. Our model exploits a pseudo-spherical output representation, which disentangles camera and depth representations. In addition, we propose a geometric invariance loss that promotes the invariance of camera-prompted depth features. Thorough evaluations on ten datasets in a zero-shot regime consistently demonstrate the superior performance of UniDepth, even when compared with methods directly trained on the testing domains. Code and models are available at: https://github.com/lpiccinelli-eth/unidepth

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Vision Transformers with Hierarchical Attention

This paper tackles the high computational/space complexity associated with Multi-Head Self-Attention (MHSA) in vanilla vision transformers. To this end, we propose Hierarchical MHSA (H-MHSA), a novel approach that computes self-attention in a hierarchical fashion. Specifically, we first divide the input image into patches as commonly done, and each patch is viewed as a token. Then, the proposed H-MHSA learns token relationships within local patches, serving as local relationship modeling. Then, the small patches are merged into larger ones, and H-MHSA models the global dependencies for the small number of the merged tokens. At last, the local and global attentive features are aggregated to obtain features with powerful representation capacity. Since we only calculate attention for a limited number of tokens at each step, the computational load is reduced dramatically. Hence, H-MHSA can efficiently model global relationships among tokens without sacrificing fine-grained information. With the H-MHSA module incorporated, we build a family of Hierarchical-Attention-based Transformer Networks, namely HAT-Net. To demonstrate the superiority of HAT-Net in scene understanding, we conduct extensive experiments on fundamental vision tasks, including image classification, semantic segmentation, object detection, and instance segmentation. Therefore, HAT-Net provides a new perspective for vision transformers. Code and pretrained models are available at https://github.com/yun-liu/HAT-Net.

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Towards Online Real-Time Memory-based Video Inpainting Transformers

Video inpainting tasks have seen significant improvements in recent years with the rise of deep neural networks and, in particular, vision transformers. Although these models show promising reconstruction quality and temporal consistency, they are still unsuitable for live videos, one of the last steps to make them completely convincing and usable. The main limitations are that these state-of-the-art models inpaint using the whole video (offline processing) and show an insufficient frame rate. In our approach, we propose a framework to adapt existing inpainting transformers to these constraints by memorizing and refining redundant computations while maintaining a decent inpainting quality. Using this framework with some of the most recent inpainting models, we show great online results with a consistent throughput above 20 frames per second. The code and pretrained models will be made available upon acceptance.

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Summarize the Past to Predict the Future: Natural Language Descriptions of Context Boost Multimodal Object Interaction Anticipation

We study object interaction anticipation in egocentric videos. This task requires an understanding of the spatio-temporal context formed by past actions on objects, coined action context. We propose TransFusion, a multimodal transformer-based architecture. It exploits the representational power of language by summarizing the action context. TransFusion leverages pre-trained image captioning and vision-language models to extract the action context from past video frames. This action context together with the next video frame is processed by the multimodal fusion module to forecast the next object interaction. Our model enables more efficient end-to-end learning. The large pre-trained language models add common sense and a generalisation capability. Experiments on Ego4D and EPIC-KITCHENS-100 show the effectiveness of our multimodal fusion model. They also highlight the benefits of using language-based context summaries in a task where vision seems to suffice. Our method outperforms state-of-the-art approaches by 40.4% in relative terms in overall mAP on the Ego4D test set. We validate the effectiveness of TransFusion via experiments on EPIC-KITCHENS-100. Video and code are available at https://eth-ait.github.io/transfusion-proj/.

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Continuous Pose for Monocular Cameras in Neural Implicit Representation

In this paper, we showcase the effectiveness of optimizing monocular camera poses as a continuous function of time. The camera poses are represented using an implicit neural function which maps the given time to the corresponding camera pose. The mapped camera poses are then used for the downstream tasks where joint camera pose optimization is also required. While doing so, the network parameters -- that implicitly represent camera poses -- are optimized. We exploit the proposed method in four diverse experimental settings, namely, (1) NeRF from noisy poses; (2) NeRF from asynchronous Events; (3) Visual Simultaneous Localization and Mapping (vSLAM); and (4) vSLAM with IMUs. In all four settings, the proposed method performs significantly better than the compared baselines and the state-of-the-art methods. Additionally, using the assumption of continuous motion, changes in pose may actually live in a manifold that has lower than 6 degrees of freedom (DOF) is also realized. We call this low DOF motion representation as the \emph{intrinsic motion} and use the approach in vSLAM settings, showing impressive camera tracking performance.

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Rethinking Few-shot 3D Point Cloud Semantic Segmentation

This paper revisits few-shot 3D point cloud semantic segmentation (FS-PCS), with a focus on two significant issues in the state-of-the-art: foreground leakage and sparse point distribution. The former arises from non-uniform point sampling, allowing models to distinguish the density disparities between foreground and background for easier segmentation. The latter results from sampling only 2,048 points, limiting semantic information and deviating from the real-world practice. To address these issues, we introduce a standardized FS-PCS setting, upon which a new benchmark is built. Moreover, we propose a novel FS-PCS model. While previous methods are based on feature optimization by mainly refining support features to enhance prototypes, our method is based on correlation optimization, referred to as Correlation Optimization Segmentation (COSeg). Specifically, we compute Class-specific Multi-prototypical Correlation (CMC) for each query point, representing its correlations to category prototypes. Then, we propose the Hyper Correlation Augmentation (HCA) module to enhance CMC. Furthermore, tackling the inherent property of few-shot training to incur base susceptibility for models, we propose to learn non-parametric prototypes for the base classes during training. The learned base prototypes are used to calibrate correlations for the background class through a Base Prototypes Calibration (BPC) module. Experiments on popular datasets demonstrate the superiority of COSeg over existing methods. The code is available at: https://github.com/ZhaochongAn/COSeg

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Beyond SOT: Tracking Multiple Generic Objects at Once

Generic Object Tracking (GOT) is the problem of tracking target objects, specified by bounding boxes in the first frame of a video. While the task has received much attention in the last decades, researchers have almost exclusively focused on the single object setting. Multi-object GOT benefits from a wider applicability, rendering it more attractive in real-world applications. We attribute the lack of research interest into this problem to the absence of suitable benchmarks. In this work, we introduce a new large-scale GOT benchmark, LaGOT, containing multiple annotated target objects per sequence. Our benchmark allows users to tackle key remaining challenges in GOT, aiming to increase robustness and reduce computation through joint tracking of multiple objects simultaneously. In addition, we propose a transformer-based GOT tracker baseline capable of joint processing of multiple objects through shared computation. Our approach achieves a 4x faster run-time in case of 10 concurrent objects compared to tracking each object independently and outperforms existing single object trackers on our new benchmark. In addition, our approach achieves highly competitive results on single-object GOT datasets, setting a new state of the art on TrackingNet with a success rate AUC of 84.4%. Our benchmark, code, and trained models will be made publicly available.

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Key-Graph Transformer for Image Restoration

While it is crucial to capture global information for effective image restoration (IR), integrating such cues into transformer-based methods becomes computationally expensive, especially with high input resolution. Furthermore, the self-attention mechanism in transformers is prone to considering unnecessary global cues from unrelated objects or regions, introducing computational inefficiencies. In response to these challenges, we introduce the Key-Graph Transformer (KGT) in this paper. Specifically, KGT views patch features as graph nodes. The proposed Key-Graph Constructor efficiently forms a sparse yet representative Key-Graph by selectively connecting essential nodes instead of all the nodes. Then the proposed Key-Graph Attention is conducted under the guidance of the Key-Graph only among selected nodes with linear computational complexity within each window. Extensive experiments across 6 IR tasks confirm the proposed KGT's state-of-the-art performance, showcasing advancements both quantitatively and qualitatively.

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Graph Transformer GANs with Graph Masked Modeling for Architectural Layout Generation

We present a novel graph Transformer generative adversarial network (GTGAN) to learn effective graph node relations in an end-to-end fashion for challenging graph-constrained architectural layout generation tasks. The proposed graph-Transformer-based generator includes a novel graph Transformer encoder that combines graph convolutions and self-attentions in a Transformer to model both local and global interactions across connected and non-connected graph nodes. Specifically, the proposed connected node attention (CNA) and non-connected node attention (NNA) aim to capture the global relations across connected nodes and non-connected nodes in the input graph, respectively. The proposed graph modeling block (GMB) aims to exploit local vertex interactions based on a house layout topology. Moreover, we propose a new node classification-based discriminator to preserve the high-level semantic and discriminative node features for different house components. To maintain the relative spatial relationships between ground truth and predicted graphs, we also propose a novel graph-based cycle-consistency loss. Finally, we propose a novel self-guided pre-training method for graph representation learning. This approach involves simultaneous masking of nodes and edges at an elevated mask ratio (i.e., 40%) and their subsequent reconstruction using an asymmetric graph-centric autoencoder architecture. This method markedly improves the model's learning proficiency and expediency. Experiments on three challenging graph-constrained architectural layout generation tasks (i.e., house layout generation, house roof generation, and building layout generation) with three public datasets demonstrate the effectiveness of the proposed method in terms of objective quantitative scores and subjective visual realism. New state-of-the-art results are established by large margins on these three tasks.

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InseRF: Text-Driven Generative Object Insertion in Neural 3D Scenes

We introduce InseRF, a novel method for generative object insertion in the NeRF reconstructions of 3D scenes. Based on a user-provided textual description and a 2D bounding box in a reference viewpoint, InseRF generates new objects in 3D scenes. Recently, methods for 3D scene editing have been profoundly transformed, owing to the use of strong priors of text-to-image diffusion models in 3D generative modeling. Existing methods are mostly effective in editing 3D scenes via style and appearance changes or removing existing objects. Generating new objects, however, remains a challenge for such methods, which we address in this study. Specifically, we propose grounding the 3D object insertion to a 2D object insertion in a reference view of the scene. The 2D edit is then lifted to 3D using a single-view object reconstruction method. The reconstructed object is then inserted into the scene, guided by the priors of monocular depth estimation methods. We evaluate our method on various 3D scenes and provide an in-depth analysis of the proposed components. Our experiments with generative insertion of objects in several 3D scenes indicate the effectiveness of our method compared to the existing methods. InseRF is capable of controllable and 3D-consistent object insertion without requiring explicit 3D information as input. Please visit our project page at https://mohamad-shahbazi.github.io/inserf.

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