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Philip H. S. Torr

Publications and source records attributed to Philip H. S. Torr.

At least 181 records · Page 10Linked to original sources

Meta-learning with differentiable closed-form solvers

Adapting deep networks to new concepts from a few examples is challenging, due to the high computational requirements of standard fine-tuning procedures. Most work on few-shot learning has thus focused on simple learning techniques for adaptation, such as nearest neighbours or gradient descent. Nonetheless, the machine learning literature contains a wealth of methods that learn non-deep models very efficiently. In this paper, we propose to use these fast convergent methods as the main adaptation mechanism for few-shot learning. The main idea is to teach a deep network to use standard machine learning tools, such as ridge regression, as part of its own internal model, enabling it to quickly adapt to novel data. This requires back-propagating errors through the solver steps. While normally the cost of the matrix operations involved in such a process would be significant, by using the Woodbury identity we can make the small number of examples work to our advantage. We propose both closed-form and iterative solvers, based on ridge regression and logistic regression components. Our methods constitute a simple and novel approach to the problem of few-shot learning and achieve performance competitive with or superior to the state of the art on three benchmarks.

cs.CV↗

Real-Time Highly Accurate Dense Depth on a Power Budget using an FPGA-CPU Hybrid SoC

Obtaining highly accurate depth from stereo images in real time has many applications across computer vision and robotics, but in some contexts, upper bounds on power consumption constrain the feasible hardware to embedded platforms such as FPGAs. Whilst various stereo algorithms have been deployed on these platforms, usually cut down to better match the embedded architecture, certain key parts of the more advanced algorithms, e.g. those that rely on unpredictable access to memory or are highly iterative in nature, are difficult to deploy efficiently on FPGAs, and thus the depth quality that can be achieved is limited. In this paper, we leverage a FPGA-CPU chip to propose a novel, sophisticated, stereo approach that combines the best features of SGM and ELAS-based methods to compute highly accurate dense depth in real time. Our approach achieves an 8.7% error rate on the challenging KITTI 2015 dataset at over 50 FPS, with a power consumption of only 5W.

cs.CV↗

Real-Time RGB-D Camera Pose Estimation in Novel Scenes using a Relocalisation Cascade

Camera pose estimation is an important problem in computer vision. Common techniques either match the current image against keyframes with known poses, directly regress the pose, or establish correspondences between keypoints in the image and points in the scene to estimate the pose. In recent years, regression forests have become a popular alternative to establish such correspondences. They achieve accurate results, but have traditionally needed to be trained offline on the target scene, preventing relocalisation in new environments. Recently, we showed how to circumvent this limitation by adapting a pre-trained forest to a new scene on the fly. The adapted forests achieved relocalisation performance that was on par with that of offline forests, and our approach was able to estimate the camera pose in close to real time. In this paper, we present an extension of this work that achieves significantly better relocalisation performance whilst running fully in real time. To achieve this, we make several changes to the original approach: (i) instead of accepting the camera pose hypothesis without question, we make it possible to score the final few hypotheses using a geometric approach and select the most promising; (ii) we chain several instantiations of our relocaliser together in a cascade, allowing us to try faster but less accurate relocalisation first, only falling back to slower, more accurate relocalisation as necessary; and (iii) we tune the parameters of our cascade to achieve effective overall performance. These changes allow us to significantly improve upon the performance our original state-of-the-art method was able to achieve on the well-known 7-Scenes and Stanford 4 Scenes benchmarks. As additional contributions, we present a way of visualising the internal behaviour of our forests and show how to entirely circumvent the need to pre-train a forest on a generic scene.

cs.CV↗

On Tiny Episodic Memories in Continual Learning

In continual learning (CL), an agent learns from a stream of tasks leveraging prior experience to transfer knowledge to future tasks. It is an ideal framework to decrease the amount of supervision in the existing learning algorithms. But for a successful knowledge transfer, the learner needs to remember how to perform previous tasks. One way to endow the learner the ability to perform tasks seen in the past is to store a small memory, dubbed episodic memory, that stores few examples from previous tasks and then to replay these examples when training for future tasks. In this work, we empirically analyze the effectiveness of a very small episodic memory in a CL setup where each training example is only seen once. Surprisingly, across four rather different supervised learning benchmarks adapted to CL, a very simple baseline, that jointly trains on both examples from the current task as well as examples stored in the episodic memory, significantly outperforms specifically designed CL approaches with and without episodic memory. Interestingly, we find that repetitive training on even tiny memories of past tasks does not harm generalization, on the contrary, it improves it, with gains between 7\% and 17\% when the memory is populated with a single example per class.

cs.LG↗

Hijacking Malaria Simulators with Probabilistic Programming

Epidemiology simulations have become a fundamental tool in the fight against the epidemics of various infectious diseases like AIDS and malaria. However, the complicated and stochastic nature of these simulators can mean their output is difficult to interpret, which reduces their usefulness to policymakers. In this paper, we introduce an approach that allows one to treat a large class of population-based epidemiology simulators as probabilistic generative models. This is achieved by hijacking the internal random number generator calls, through the use of a universal probabilistic programming system (PPS). In contrast to other methods, our approach can be easily retrofitted to simulators written in popular industrial programming frameworks. We demonstrate that our method can be used for interpretable introspection and inference, thus shedding light on black-box simulators. This reinstates much-needed trust between policymakers and evidence-based methods.

stat.ML↗

Alpha MAML: Adaptive Model-Agnostic Meta-Learning

Model-agnostic meta-learning (MAML) is a meta-learning technique to train a model on a multitude of learning tasks in a way that primes the model for few-shot learning of new tasks. The MAML algorithm performs well on few-shot learning problems in classification, regression, and fine-tuning of policy gradients in reinforcement learning, but comes with the need for costly hyperparameter tuning for training stability. We address this shortcoming by introducing an extension to MAML, called Alpha MAML, to incorporate an online hyperparameter adaptation scheme that eliminates the need to tune meta-learning and learning rates. Our results with the Omniglot database demonstrate a substantial reduction in the need to tune MAML training hyperparameters and improvement to training stability with less sensitivity to hyperparameter choice.

cs.LG↗

Fast Online Object Tracking and Segmentation: A Unifying Approach

In this paper we illustrate how to perform both visual object tracking and semi-supervised video object segmentation, in real-time, with a single simple approach. Our method, dubbed SiamMask, improves the offline training procedure of popular fully-convolutional Siamese approaches for object tracking by augmenting their loss with a binary segmentation task. Once trained, SiamMask solely relies on a single bounding box initialisation and operates online, producing class-agnostic object segmentation masks and rotated bounding boxes at 55 frames per second. Despite its simplicity, versatility and fast speed, our strategy allows us to establish a new state of the art among real-time trackers on VOT-2018, while at the same time demonstrating competitive performance and the best speed for the semi-supervised video object segmentation task on DAVIS-2016 and DAVIS-2017. The project website is http://www.robots.ox.ac.uk/~qwang/SiamMask.

cs.CV↗

GA-Net: Guided Aggregation Net for End-to-end Stereo Matching

In the stereo matching task, matching cost aggregation is crucial in both traditional methods and deep neural network models in order to accurately estimate disparities. We propose two novel neural net layers, aimed at capturing local and the whole-image cost dependencies respectively. The first is a semi-global aggregation layer which is a differentiable approximation of the semi-global matching, the second is the local guided aggregation layer which follows a traditional cost filtering strategy to refine thin structures. These two layers can be used to replace the widely used 3D convolutional layer which is computationally costly and memory-consuming as it has cubic computational/memory complexity. In the experiments, we show that nets with a two-layer guided aggregation block easily outperform the state-of-the-art GC-Net which has nineteen 3D convolutional layers. We also train a deep guided aggregation network (GA-Net) which gets better accuracies than state-of-the-art methods on both Scene Flow dataset and KITTI benchmarks.

cs.CV↗

Deep Virtual Networks for Memory Efficient Inference of Multiple Tasks

Deep networks consume a large amount of memory by their nature. A natural question arises can we reduce that memory requirement whilst maintaining performance. In particular, in this work we address the problem of memory efficient learning for multiple tasks. To this end, we propose a novel network architecture producing multiple networks of different configurations, termed deep virtual networks (DVNs), for different tasks. Each DVN is specialized for a single task and structured hierarchically. The hierarchical structure, which contains multiple levels of hierarchy corresponding to different numbers of parameters, enables multiple inference for different memory budgets. The building block of a deep virtual network is based on a disjoint collection of parameters of a network, which we call a unit. The lowest level of hierarchy in a deep virtual network is a unit, and higher levels of hierarchy contain lower levels' units and other additional units. Given a budget on the number of parameters, a different level of a deep virtual network can be chosen to perform the task. A unit can be shared by different DVNs, allowing multiple DVNs in a single network. In addition, shared units provide assistance to the target task with additional knowledge learned from another tasks. This cooperative configuration of DVNs makes it possible to handle different tasks in a memory-aware manner. Our experiments show that the proposed method outperforms existing approaches for multiple tasks. Notably, ours is more efficient than others as it allows memory-aware inference for all tasks.

cs.CV↗

Three Birds One Stone: A General Architecture for Salient Object Segmentation, Edge Detection and Skeleton Extraction

In this paper, we aim at solving pixel-wise binary problems, including salient object segmentation, skeleton extraction, and edge detection, by introducing a unified architecture. Previous works have proposed tailored methods for solving each of the three tasks independently. Here, we show that these tasks share some similarities that can be exploited for developing a unified framework. In particular, we introduce a horizontal cascade, each component of which is densely connected to the outputs of previous component. Stringing these components together allows us to effectively exploit features across different levels hierarchically to effectively address the multiple pixel-wise binary regression tasks. To assess the performance of our proposed network on these tasks, we carry out exhaustive evaluations on multiple representative datasets. Although these tasks are inherently very different, we show that our unified approach performs very well on all of them and works far better than current single-purpose state-of-the-art methods. All the code in this paper will be publicly available.

cs.CV↗

Learning to Adapt for Stereo

Real world applications of stereo depth estimation require models that are robust to dynamic variations in the environment. Even though deep learning based stereo methods are successful, they often fail to generalize to unseen variations in the environment, making them less suitable for practical applications such as autonomous driving. In this work, we introduce a "learning-to-adapt" framework that enables deep stereo methods to continuously adapt to new target domains in an unsupervised manner. Specifically, our approach incorporates the adaptation procedure into the learning objective to obtain a base set of parameters that are better suited for unsupervised online adaptation. To further improve the quality of the adaptation, we learn a confidence measure that effectively masks the errors introduced during the unsupervised adaptation. We evaluate our method on synthetic and real-world stereo datasets and our experiments evidence that learning-to-adapt is, indeed beneficial for online adaptation on vastly different domains.

cs.CV↗

Value Propagation Networks

We present Value Propagation (VProp), a set of parameter-efficient differentiable planning modules built on Value Iteration which can successfully be trained using reinforcement learning to solve unseen tasks, has the capability to generalize to larger map sizes, and can learn to navigate in dynamic environments. We show that the modules enable learning to plan when the environment also includes stochastic elements, providing a cost-efficient learning system to build low-level size-invariant planners for a variety of interactive navigation problems. We evaluate on static and dynamic configurations of MazeBase grid-worlds, with randomly generated environments of several different sizes, and on a StarCraft navigation scenario, with more complex dynamics, and pixels as input.

cs.AI↗

Devon: Deformable Volume Network for Learning Optical Flow

State-of-the-art neural network models estimate large displacement optical flow in multi-resolution and use warping to propagate the estimation between two resolutions. Despite their impressive results, it is known that there are two problems with the approach. First, the multi-resolution estimation of optical flow fails in situations where small objects move fast. Second, warping creates artifacts when occlusion or dis-occlusion happens. In this paper, we propose a new neural network module, Deformable Cost Volume, which alleviates the two problems. Based on this module, we designed the Deformable Volume Network (Devon) which can estimate multi-scale optical flow in a single high resolution. Experiments show Devon is more suitable in handling small objects moving fast and achieves comparable results to the state-of-the-art methods in public benchmarks.

cs.CV↗

SNIP: Single-shot Network Pruning based on Connection Sensitivity

Pruning large neural networks while maintaining their performance is often desirable due to the reduced space and time complexity. In existing methods, pruning is done within an iterative optimization procedure with either heuristically designed pruning schedules or additional hyperparameters, undermining their utility. In this work, we present a new approach that prunes a given network once at initialization prior to training. To achieve this, we introduce a saliency criterion based on connection sensitivity that identifies structurally important connections in the network for the given task. This eliminates the need for both pretraining and the complex pruning schedule while making it robust to architecture variations. After pruning, the sparse network is trained in the standard way. Our method obtains extremely sparse networks with virtually the same accuracy as the reference network on the MNIST, CIFAR-10, and Tiny-ImageNet classification tasks and is broadly applicable to various architectures including convolutional, residual and recurrent networks. Unlike existing methods, our approach enables us to demonstrate that the retained connections are indeed relevant to the given task.

cs.CV↗

Domain Partitioning Network

Standard adversarial training involves two agents, namely a generator and a discriminator, playing a mini-max game. However, even if the players converge to an equilibrium, the generator may only recover a part of the target data distribution, in a situation commonly referred to as mode collapse. In this work, we present the Domain Partitioning Network (DoPaNet), a new approach to deal with mode collapse in generative adversarial learning. We employ multiple discriminators, each encouraging the generator to cover a different part of the target distribution. To ensure these parts do not overlap and collapse into the same mode, we add a classifier as a third agent in the game. The classifier decides which discriminator the generator is trained against for each sample. Through experiments on toy examples and real images, we show the merits of DoPaNet in covering the real distribution and its superiority with respect to the competing methods. Besides, we also show that we can control the modes from which samples are generated using DoPaNet.

cs.LG↗

3D Hand Shape and Pose from Images in the Wild

We present in this work the first end-to-end deep learning based method that predicts both 3D hand shape and pose from RGB images in the wild. Our network consists of the concatenation of a deep convolutional encoder, and a fixed model-based decoder. Given an input image, and optionally 2D joint detections obtained from an independent CNN, the encoder predicts a set of hand and view parameters. The decoder has two components: A pre-computed articulated mesh deformation hand model that generates a 3D mesh from the hand parameters, and a re-projection module controlled by the view parameters that projects the generated hand into the image domain. We show that using the shape and pose prior knowledge encoded in the hand model within a deep learning framework yields state-of-the-art performance in 3D pose prediction from images on standard benchmarks, and produces geometrically valid and plausible 3D reconstructions. Additionally, we show that training with weak supervision in the form of 2D joint annotations on datasets of images in the wild, in conjunction with full supervision in the form of 3D joint annotations on limited available datasets allows for good generalization to 3D shape and pose predictions on images in the wild.

cs.CV↗

Weakly- and Semi-Supervised Panoptic Segmentation

We present a weakly supervised model that jointly performs both semantic- and instance-segmentation -- a particularly relevant problem given the substantial cost of obtaining pixel-perfect annotation for these tasks. In contrast to many popular instance segmentation approaches based on object detectors, our method does not predict any overlapping instances. Moreover, we are able to segment both "thing" and "stuff" classes, and thus explain all the pixels in the image. "Thing" classes are weakly-supervised with bounding boxes, and "stuff" with image-level tags. We obtain state-of-the-art results on Pascal VOC, for both full and weak supervision (which achieves about 95% of fully-supervised performance). Furthermore, we present the first weakly-supervised results on Cityscapes for both semantic- and instance-segmentation. Finally, we use our weakly supervised framework to analyse the relationship between annotation quality and predictive performance, which is of interest to dataset creators.

cs.CV↗

With Friends Like These, Who Needs Adversaries?

The vulnerability of deep image classification networks to adversarial attack is now well known, but less well understood. Via a novel experimental analysis, we illustrate some facts about deep convolutional networks for image classification that shed new light on their behaviour and how it connects to the problem of adversaries. In short, the celebrated performance of these networks and their vulnerability to adversarial attack are simply two sides of the same coin: the input image-space directions along which the networks are most vulnerable to attack are the same directions which they use to achieve their classification performance in the first place. We develop this result in two main steps. The first uncovers the fact that classes tend to be associated with specific image-space directions. This is shown by an examination of the class-score outputs of nets as functions of 1D movements along these directions. This provides a novel perspective on the existence of universal adversarial perturbations. The second is a clear demonstration of the tight coupling between classification performance and vulnerability to adversarial attack within the spaces spanned by these directions. Thus, our analysis resolves the apparent contradiction between accuracy and vulnerability. It provides a new perspective on much of the prior art and reveals profound implications for efforts to construct neural nets that are both accurate and robust to adversarial attack.

cs.CV↗