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Mai Xu

Publications and source records attributed to Mai Xu.

At least 55 records · Page 3Linked to original sources

MFQE 2.0: A New Approach for Multi-frame Quality Enhancement on Compressed Video

The past few years have witnessed great success in applying deep learning to enhance the quality of compressed image/video. The existing approaches mainly focus on enhancing the quality of a single frame, not considering the similarity between consecutive frames. Since heavy fluctuation exists across compressed video frames as investigated in this paper, frame similarity can be utilized for quality enhancement of low-quality frames given their neighboring high-quality frames. This task is Multi-Frame Quality Enhancement (MFQE). Accordingly, this paper proposes an MFQE approach for compressed video, as the first attempt in this direction. In our approach, we firstly develop a Bidirectional Long Short-Term Memory (BiLSTM) based detector to locate Peak Quality Frames (PQFs) in compressed video. Then, a novel Multi-Frame Convolutional Neural Network (MF-CNN) is designed to enhance the quality of compressed video, in which the non-PQF and its nearest two PQFs are the input. In MF-CNN, motion between the non-PQF and PQFs is compensated by a motion compensation subnet. Subsequently, a quality enhancement subnet fuses the non-PQF and compensated PQFs, and then reduces the compression artifacts of the non-PQF. Also, PQF quality is enhanced in the same way. Finally, experiments validate the effectiveness and generalization ability of our MFQE approach in advancing the state-of-the-art quality enhancement of compressed video. The code is available at https://github.com/RyanXingQL/MFQEv2.0.git.

cs.CV↗

Multi-level Wavelet-based Generative Adversarial Network for Perceptual Quality Enhancement of Compressed Video

The past few years have witnessed fast development in video quality enhancement via deep learning. Existing methods mainly focus on enhancing the objective quality of compressed video while ignoring its perceptual quality. In this paper, we focus on enhancing the perceptual quality of compressed video. Our main observation is that enhancing the perceptual quality mostly relies on recovering high-frequency sub-bands in wavelet domain. Accordingly, we propose a novel generative adversarial network (GAN) based on multi-level wavelet packet transform (WPT) to enhance the perceptual quality of compressed video, which is called multi-level wavelet-based GAN (MW-GAN). In MW-GAN, we first apply motion compensation with a pyramid architecture to obtain temporal information. Then, we propose a wavelet reconstruction network with wavelet-dense residual blocks (WDRB) to recover the high-frequency details. In addition, the adversarial loss of MW-GAN is added via WPT to further encourage high-frequency details recovery for video frames. Experimental results demonstrate the superiority of our method.

eess.IV↗

Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence

Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logics and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided game set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide Python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. All the implementations and accompanied tutorials have been open-sourced for the community at https://sites.google.com/view/arena-unity/.

cs.MA↗

Predicting Head Movement in Panoramic Video: A Deep Reinforcement Learning Approach

Panoramic video provides immersive and interactive experience by enabling humans to control the field of view (FoV) through head movement (HM). Thus, HM plays a key role in modeling human attention on panoramic video. This paper establishes a database collecting subjects' HM in panoramic video sequences. From this database, we find that the HM data are highly consistent across subjects. Furthermore, we find that deep reinforcement learning (DRL) can be applied to predict HM positions, via maximizing the reward of imitating human HM scanpaths through the agent's actions. Based on our findings, we propose a DRL-based HM prediction (DHP) approach with offline and online versions, called offline-DHP and online-DHP. In offline-DHP, multiple DRL workflows are run to determine potential HM positions at each panoramic frame. Then, a heat map of the potential HM positions, named the HM map, is generated as the output of offline-DHP. In online-DHP, the next HM position of one subject is estimated given the currently observed HM position, which is achieved by developing a DRL algorithm upon the learned offline-DHP model. Finally, the experiments validate that our approach is effective in both offline and online prediction of HM positions for panoramic video, and that the learned offline-DHP model can improve the performance of online-DHP.

cs.CV↗

Mega-Reward: Achieving Human-Level Play without Extrinsic Rewards

Intrinsic rewards were introduced to simulate how human intelligence works; they are usually evaluated by intrinsically-motivated play, i.e., playing games without extrinsic rewards but evaluated with extrinsic rewards. However, none of the existing intrinsic reward approaches can achieve human-level performance under this very challenging setting of intrinsically-motivated play. In this work, we propose a novel megalomania-driven intrinsic reward (called mega-reward), which, to our knowledge, is the first approach that achieves human-level performance in intrinsically-motivated play. Intuitively, mega-reward comes from the observation that infants' intelligence develops when they try to gain more control on entities in an environment; therefore, mega-reward aims to maximize the control capabilities of agents on given entities in a given environment. To formalize mega-reward, a relational transition model is proposed to bridge the gaps between direct and latent control. Experimental studies show that mega-reward (i) can greatly outperform all state-of-the-art intrinsic reward approaches, (ii) generally achieves the same level of performance as Ex-PPO and professional human-level scores, and (iii) has also a superior performance when it is incorporated with extrinsic rewards.

cs.AI↗

State-of-the-art in 360° Video/Image Processing: Perception, Assessment and Compression

Nowadays, 360° video/image has been increasingly popular and drawn great attention. The spherical viewing range of 360° video/image accounts for huge data, which pose the challenges to 360° video/image processing in solving the bottleneck of storage, transmission, etc. Accordingly, the recent years have witnessed the explosive emergence of works on 360° video/image processing. In this paper, we review the state-of-the-art works on 360° video/image processing from the aspects of perception, assessment and compression. First, this paper reviews both datasets and visual attention modelling approaches for 360° video/image. Second, we survey the related works on both subjective and objective visual quality assessment (VQA) of 360° video/image. Third, we overview the compression approaches for 360° video/image, which either utilize the spherical characteristics or visual attention models. Finally, we summarize this overview paper and outlook the future research trends on 360° video/image processing.

eess.IV↗

Wavelet Domain Style Transfer for an Effective Perception-distortion Tradeoff in Single Image Super-Resolution

In single image super-resolution (SISR), given a low-resolution (LR) image, one wishes to find a high-resolution (HR) version of it which is both accurate and photo-realistic. Recently, it has been shown that there exists a fundamental tradeoff between low distortion and high perceptual quality, and the generative adversarial network (GAN) is demonstrated to approach the perception-distortion (PD) bound effectively. In this paper, we propose a novel method based on wavelet domain style transfer (WDST), which achieves a better PD tradeoff than the GAN based methods. Specifically, we propose to use 2D stationary wavelet transform (SWT) to decompose one image into low-frequency and high-frequency sub-bands. For the low-frequency sub-band, we improve its objective quality through an enhancement network. For the high-frequency sub-band, we propose to use WDST to effectively improve its perceptual quality. By feat of the perfect reconstruction property of wavelets, these sub-bands can be re-combined to obtain an image which has simultaneously high objective and perceptual quality. The numerical results on various datasets show that our method achieves the best trade-off between the distortion and perceptual quality among the existing state-of-the-art SISR methods.

eess.IV↗

Assessing Visual Quality of Omnidirectional Videos

In contrast with traditional video, omnidirectional video enables spherical viewing direction with support for head-mounted displays, providing an interactive and immersive experience. Unfortunately, to the best of our knowledge, there are few visual quality assessment (VQA) methods, either subjective or objective, for omnidirectional video coding. This paper proposes both subjective and objective methods for assessing quality loss in encoding omnidirectional video. Specifically, we first present a new database, which includes the viewing direction data from several subjects watching omnidirectional video sequences. Then, from our database, we find a high consistency in viewing directions across different subjects. The viewing directions are normally distributed in the center of the front regions, but they sometimes fall into other regions, related to video content. Given this finding, we present a subjective VQA method for measuring difference mean opinion score (DMOS) of the whole and regional omnidirectional video, in terms of overall DMOS (O-DMOS) and vectorized DMOS (V-DMOS), respectively. Moreover, we propose two objective VQA methods for encoded omnidirectional video, in light of human perception characteristics of omnidirectional video. One method weighs the distortion of pixels with regard to their distances to the center of front regions, which considers human preference in a panorama. The other method predicts viewing directions according to video content, and then the predicted viewing directions are leveraged to allocate weights to the distortion of each pixel in our objective VQA method. Finally, our experimental results verify that both the subjective and objective methods proposed in this paper advance state-of-the-art VQA for omnidirectional video.

eess.IV↗

Removing Rain in Videos: A Large-scale Database and A Two-stream ConvLSTM Approach

Rain removal has recently attracted increasing research attention, as it is able to enhance the visibility of rain videos. However, the existing learning based rain removal approaches for videos suffer from insufficient training data, especially when applying deep learning to remove rain. In this paper, we establish a large-scale video database for rain removal (LasVR), which consists of 316 rain videos. Then, we observe from our database that there exist the temporal correlation of clean content and similar patterns of rain across video frames. According to these two observations, we propose a two-stream convolutional long- and short- term memory (ConvLSTM) approach for rain removal in videos. The first stream is composed of the subnet for rain detection, while the second stream is the subnet of rain removal that leverages the features from the rain detection subnet. Finally, the experimental results on both synthetic and real rain videos show the proposed approach performs better than other state-of-the-art approaches.

cs.CV↗

Attention Based Glaucoma Detection: A Large-scale Database and CNN Model

Recently, the attention mechanism has been successfully applied in convolutional neural networks (CNNs), significantly boosting the performance of many computer vision tasks. Unfortunately, few medical image recognition approaches incorporate the attention mechanism in the CNNs. In particular, there exists high redundancy in fundus images for glaucoma detection, such that the attention mechanism has potential in improving the performance of CNN-based glaucoma detection. This paper proposes an attention-based CNN for glaucoma detection (AG-CNN). Specifically, we first establish a large-scale attention based glaucoma (LAG) database, which includes 5,824 fundus images labeled with either positive glaucoma (2,392) or negative glaucoma (3,432). The attention maps of the ophthalmologists are also collected in LAG database through a simulated eye-tracking experiment. Then, a new structure of AG-CNN is designed, including an attention prediction subnet, a pathological area localization subnet and a glaucoma classification subnet. Different from other attention-based CNN methods, the features are also visualized as the localized pathological area, which can advance the performance of glaucoma detection. Finally, the experiment results show that the proposed AG-CNN approach significantly advances state-of-the-art glaucoma detection.

cs.CV↗

Saliency Prediction on Omnidirectional Images with Generative Adversarial Imitation Learning

When watching omnidirectional images (ODIs), subjects can access different viewports by moving their heads. Therefore, it is necessary to predict subjects' head fixations on ODIs. Inspired by generative adversarial imitation learning (GAIL), this paper proposes a novel approach to predict saliency of head fixations on ODIs, named SalGAIL. First, we establish a dataset for attention on ODIs (AOI). In contrast to traditional datasets, our AOI dataset is large-scale, which contains the head fixations of 30 subjects viewing 600 ODIs. Next, we mine our AOI dataset and determine three findings: (1) The consistency of head fixations are consistent among subjects, and it grows alongside the increased subject number; (2) The head fixations exist with a front center bias (FCB); and (3) The magnitude of head movement is similar across subjects. According to these findings, our SalGAIL approach applies deep reinforcement learning (DRL) to predict the head fixations of one subject, in which GAIL learns the reward of DRL, rather than the traditional human-designed reward. Then, multi-stream DRL is developed to yield the head fixations of different subjects, and the saliency map of an ODI is generated via convoluting predicted head fixations. Finally, experiments validate the effectiveness of our approach in predicting saliency maps of ODIs, significantly better than 10 state-of-the-art approaches.

cs.CV↗

Quality-Gated Convolutional LSTM for Enhancing Compressed Video

The past decade has witnessed great success in applying deep learning to enhance the quality of compressed video. However, the existing approaches aim at quality enhancement on a single frame, or only using fixed neighboring frames. Thus they fail to take full advantage of the inter-frame correlation in the video. This paper proposes the Quality-Gated Convolutional Long Short-Term Memory (QG-ConvLSTM) network with bi-directional recurrent structure to fully exploit the advantageous information in a large range of frames. More importantly, due to the obvious quality fluctuation among compressed frames, higher quality frames can provide more useful information for other frames to enhance quality. Therefore, we propose learning the "forget" and "input" gates in the ConvLSTM cell from quality-related features. As such, the frames with various quality contribute to the memory in ConvLSTM with different importance, making the information of each frame reasonably and adequately used. Finally, the experiments validate the effectiveness of our QG-ConvLSTM approach in advancing the state-of-the-art quality enhancement of compressed video, and the ablation study shows that our QG-ConvLSTM approach is learnt to make a trade-off between quality and correlation when leveraging multi-frame information. The project page: https://github.com/ryangchn/QG-ConvLSTM.git.

cs.CV↗

A DenseNet Based Approach for Multi-Frame In-Loop Filter in HEVC

High efficiency video coding (HEVC) has brought outperforming efficiency for video compression. To reduce the compression artifacts of HEVC, we propose a DenseNet based approach as the in-loop filter of HEVC, which leverages multiple adjacent frames to enhance the quality of each encoded frame. Specifically, the higher-quality frames are found by a reference frame selector (RFS). Then, a deep neural network for multi-frame in-loop filter (named MIF-Net) is developed to enhance the quality of each encoded frame by utilizing the spatial information of this frame and the temporal information of its neighboring higher-quality frames. The MIF-Net is built on the recently developed DenseNet, benefiting from the improved generalization capacity and computational efficiency. Finally, experimental results verify the effectiveness of our multi-frame in-loop filter, outperforming the HM baseline and other state-of-the-art approaches.

cs.CV↗

Predicting Video Saliency with Object-to-Motion CNN and Two-layer Convolutional LSTM

Over the past few years, deep neural networks (DNNs) have exhibited great success in predicting the saliency of images. However, there are few works that apply DNNs to predict the saliency of generic videos. In this paper, we propose a novel DNN-based video saliency prediction method. Specifically, we establish a large-scale eye-tracking database of videos (LEDOV), which provides sufficient data to train the DNN models for predicting video saliency. Through the statistical analysis of our LEDOV database, we find that human attention is normally attracted by objects, particularly moving objects or the moving parts of objects. Accordingly, we propose an object-to-motion convolutional neural network (OM-CNN) to learn spatio-temporal features for predicting the intra-frame saliency via exploring the information of both objectness and object motion. We further find from our database that there exists a temporal correlation of human attention with a smooth saliency transition across video frames. Therefore, we develop a two-layer convolutional long short-term memory (2C-LSTM) network in our DNN-based method, using the extracted features of OM-CNN as the input. Consequently, the inter-frame saliency maps of videos can be generated, which consider the transition of attention across video frames. Finally, the experimental results show that our method advances the state-of-the-art in video saliency prediction.

cs.CV↗

Diversity-Driven Extensible Hierarchical Reinforcement Learning

Hierarchical reinforcement learning (HRL) has recently shown promising advances on speeding up learning, improving the exploration, and discovering intertask transferable skills. Most recent works focus on HRL with two levels, i.e., a master policy manipulates subpolicies, which in turn manipulate primitive actions. However, HRL with multiple levels is usually needed in many real-world scenarios, whose ultimate goals are highly abstract, while their actions are very primitive. Therefore, in this paper, we propose a diversity-driven extensible HRL (DEHRL), where an extensible and scalable framework is built and learned levelwise to realize HRL with multiple levels. DEHRL follows a popular assumption: diverse subpolicies are useful, i.e., subpolicies are believed to be more useful if they are more diverse. However, existing implementations of this diversity assumption usually have their own drawbacks, which makes them inapplicable to HRL with multiple levels. Consequently, we further propose a novel diversity-driven solution to achieve this assumption in DEHRL. Experimental studies evaluate DEHRL with five baselines from four perspectives in two domains; the results show that DEHRL outperforms the state-of-the-art baselines in all four aspects.

cs.LG↗

What Makes Natural Scene Memorable?

Recent studies on image memorability have shed light on the visual features that make generic images, object images or face photographs memorable. However, a clear understanding and reliable estimation of natural scene memorability remain elusive. In this paper, we provide an attempt to answer: "what exactly makes natural scene memorable". Specifically, we first build LNSIM, a large-scale natural scene image memorability database (containing 2,632 images and memorability annotations). Then, we mine our database to investigate how low-, middle- and high-level handcrafted features affect the memorability of natural scene. In particular, we find that high-level feature of scene category is rather correlated with natural scene memorability. Thus, we propose a deep neural network based natural scene memorability (DeepNSM) predictor, which takes advantage of scene category. Finally, the experimental results validate the effectiveness of DeepNSM.

cs.CV↗

Bridge the Gap Between VQA and Human Behavior on Omnidirectional Video: A Large-Scale Dataset and a Deep Learning Model

Omnidirectional video enables spherical stimuli with the $360 \times 180^ \circ$ viewing range. Meanwhile, only the viewport region of omnidirectional video can be seen by the observer through head movement (HM), and an even smaller region within the viewport can be clearly perceived through eye movement (EM). Thus, the subjective quality of omnidirectional video may be correlated with HM and EM of human behavior. To fill in the gap between subjective quality and human behavior, this paper proposes a large-scale visual quality assessment (VQA) dataset of omnidirectional video, called VQA-OV, which collects 60 reference sequences and 540 impaired sequences. Our VQA-OV dataset provides not only the subjective quality scores of sequences but also the HM and EM data of subjects. By mining our dataset, we find that the subjective quality of omnidirectional video is indeed related to HM and EM. Hence, we develop a deep learning model, which embeds HM and EM, for objective VQA on omnidirectional video. Experimental results show that our model significantly improves the state-of-the-art performance of VQA on omnidirectional video.

cs.CV↗

Enhancing Quality for HEVC Compressed Videos

The latest High Efficiency Video Coding (HEVC) standard has been increasingly applied to generate video streams over the Internet. However, HEVC compressed videos may incur severe quality degradation, particularly at low bit-rates. Thus, it is necessary to enhance the visual quality of HEVC videos at the decoder side. To this end, this paper proposes a Quality Enhancement Convolutional Neural Network (QE-CNN) method that does not require any modification of the encoder to achieve quality enhancement for HEVC. In particular, our QE-CNN method learns QE-CNN-I and QE-CNN-P models to reduce the distortion of HEVC I and P frames, respectively. The proposed method differs from the existing CNN-based quality enhancement approaches, which only handle intra-coding distortion and are thus not suitable for P frames. Our experimental results validate that our QE-CNN method is effective in enhancing quality for both I and P frames of HEVC videos. To apply our QE-CNN method in time-constrained scenarios, we further propose a Time-constrained Quality Enhancement Optimization (TQEO) scheme. Our TQEO scheme controls the computational time of QE-CNN to meet a target, meanwhile maximizing the quality enhancement. Next, the experimental results demonstrate the effectiveness of our TQEO scheme from the aspects of time control accuracy and quality enhancement under different time constraints. Finally, we design a prototype to implement our TQEO scheme in a real-time scenario.

cs.MM↗