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Philipp Krähenbühl

Publications and source records attributed to Philipp Krähenbühl.

At least 55 records · Page 3Linked to original sources

Tracking Objects as Points

Tracking has traditionally been the art of following interest points through space and time. This changed with the rise of powerful deep networks. Nowadays, tracking is dominated by pipelines that perform object detection followed by temporal association, also known as tracking-by-detection. In this paper, we present a simultaneous detection and tracking algorithm that is simpler, faster, and more accurate than the state of the art. Our tracker, CenterTrack, applies a detection model to a pair of images and detections from the prior frame. Given this minimal input, CenterTrack localizes objects and predicts their associations with the previous frame. That's it. CenterTrack is simple, online (no peeking into the future), and real-time. It achieves 67.3% MOTA on the MOT17 challenge at 22 FPS and 89.4% MOTA on the KITTI tracking benchmark at 15 FPS, setting a new state of the art on both datasets. CenterTrack is easily extended to monocular 3D tracking by regressing additional 3D attributes. Using monocular video input, it achieves 28.3% AMOTA@0.2 on the newly released nuScenes 3D tracking benchmark, substantially outperforming the monocular baseline on this benchmark while running at 28 FPS.

cs.CV↗

A Multigrid Method for Efficiently Training Video Models

Training competitive deep video models is an order of magnitude slower than training their counterpart image models. Slow training causes long research cycles, which hinders progress in video understanding research. Following standard practice for training image models, video model training assumes a fixed mini-batch shape: a specific number of clips, frames, and spatial size. However, what is the optimal shape? High resolution models perform well, but train slowly. Low resolution models train faster, but they are inaccurate. Inspired by multigrid methods in numerical optimization, we propose to use variable mini-batch shapes with different spatial-temporal resolutions that are varied according to a schedule. The different shapes arise from resampling the training data on multiple sampling grids. Training is accelerated by scaling up the mini-batch size and learning rate when shrinking the other dimensions. We empirically demonstrate a general and robust grid schedule that yields a significant out-of-the-box training speedup without a loss in accuracy for different models (I3D, non-local, SlowFast), datasets (Kinetics, Something-Something, Charades), and training settings (with and without pre-training, 128 GPUs or 1 GPU). As an illustrative example, the proposed multigrid method trains a ResNet-50 SlowFast network 4.5x faster (wall-clock time, same hardware) while also improving accuracy (+0.8% absolute) on Kinetics-400 compared to the baseline training method. Code is available online.

cs.CV↗

Lossless Image Compression through Super-Resolution

We introduce a simple and efficient lossless image compression algorithm. We store a low resolution version of an image as raw pixels, followed by several iterations of lossless super-resolution. For lossless super-resolution, we predict the probability of a high-resolution image, conditioned on the low-resolution input, and use entropy coding to compress this super-resolution operator. Super-Resolution based Compression (SReC) is able to achieve state-of-the-art compression rates with practical runtimes on large datasets. Code is available online at https://github.com/caoscott/SReC.

eess.IV↗

Learning by Cheating

Vision-based urban driving is hard. The autonomous system needs to learn to perceive the world and act in it. We show that this challenging learning problem can be simplified by decomposing it into two stages. We first train an agent that has access to privileged information. This privileged agent cheats by observing the ground-truth layout of the environment and the positions of all traffic participants. In the second stage, the privileged agent acts as a teacher that trains a purely vision-based sensorimotor agent. The resulting sensorimotor agent does not have access to any privileged information and does not cheat. This two-stage training procedure is counter-intuitive at first, but has a number of important advantages that we analyze and empirically demonstrate. We use the presented approach to train a vision-based autonomous driving system that substantially outperforms the state of the art on the CARLA benchmark and the recent NoCrash benchmark. Our approach achieves, for the first time, 100% success rate on all tasks in the original CARLA benchmark, sets a new record on the NoCrash benchmark, and reduces the frequency of infractions by an order of magnitude compared to the prior state of the art. For the video that summarizes this work, see https://youtu.be/u9ZCxxD-UUw

cs.RO↗

Does computer vision matter for action?

Computer vision produces representations of scene content. Much computer vision research is predicated on the assumption that these intermediate representations are useful for action. Recent work at the intersection of machine learning and robotics calls this assumption into question by training sensorimotor systems directly for the task at hand, from pixels to actions, with no explicit intermediate representations. Thus the central question of our work: Does computer vision matter for action? We probe this question and its offshoots via immersive simulation, which allows us to conduct controlled reproducible experiments at scale. We instrument immersive three-dimensional environments to simulate challenges such as urban driving, off-road trail traversal, and battle. Our main finding is that computer vision does matter. Models equipped with intermediate representations train faster, achieve higher task performance, and generalize better to previously unseen environments. A video that summarizes the work and illustrates the results can be found at https://youtu.be/4MfWa2yZ0Jc

cs.CV↗

Joint Monocular 3D Vehicle Detection and Tracking

Vehicle 3D extents and trajectories are critical cues for predicting the future location of vehicles and planning future agent ego-motion based on those predictions. In this paper, we propose a novel online framework for 3D vehicle detection and tracking from monocular videos. The framework can not only associate detections of vehicles in motion over time, but also estimate their complete 3D bounding box information from a sequence of 2D images captured on a moving platform. Our method leverages 3D box depth-ordering matching for robust instance association and utilizes 3D trajectory prediction for re-identification of occluded vehicles. We also design a motion learning module based on an LSTM for more accurate long-term motion extrapolation. Our experiments on simulation, KITTI, and Argoverse datasets show that our 3D tracking pipeline offers robust data association and tracking. On Argoverse, our image-based method is significantly better for tracking 3D vehicles within 30 meters than the LiDAR-centric baseline methods.

cs.CV↗

Monocular Plan View Networks for Autonomous Driving

Convolutions on monocular dash cam videos capture spatial invariances in the image plane but do not explicitly reason about distances and depth. We propose a simple transformation of observations into a bird's eye view, also known as plan view, for end-to-end control. We detect vehicles and pedestrians in the first person view and project them into an overhead plan view. This representation provides an abstraction of the environment from which a deep network can easily deduce the positions and directions of entities. Additionally, the plan view enables us to leverage advances in 3D object detection in conjunction with deep policy learning. We evaluate our monocular plan view network on the photo-realistic Grand Theft Auto V simulator. A network using both a plan view and front view causes less than half as many collisions as previous detection-based methods and an order of magnitude fewer collisions than pure pixel-based policies.

cs.CV↗

Bottom-up Object Detection by Grouping Extreme and Center Points

With the advent of deep learning, object detection drifted from a bottom-up to a top-down recognition problem. State of the art algorithms enumerate a near-exhaustive list of object locations and classify each into: object or not. In this paper, we show that bottom-up approaches still perform competitively. We detect four extreme points (top-most, left-most, bottom-most, right-most) and one center point of objects using a standard keypoint estimation network. We group the five keypoints into a bounding box if they are geometrically aligned. Object detection is then a purely appearance-based keypoint estimation problem, without region classification or implicit feature learning. The proposed method performs on-par with the state-of-the-art region based detection methods, with a bounding box AP of 43.2% on COCO test-dev. In addition, our estimated extreme points directly span a coarse octagonal mask, with a COCO Mask AP of 18.9%, much better than the Mask AP of vanilla bounding boxes. Extreme point guided segmentation further improves this to 34.6% Mask AP.

cs.CV↗

Objects as Points

Detection identifies objects as axis-aligned boxes in an image. Most successful object detectors enumerate a nearly exhaustive list of potential object locations and classify each. This is wasteful, inefficient, and requires additional post-processing. In this paper, we take a different approach. We model an object as a single point --- the center point of its bounding box. Our detector uses keypoint estimation to find center points and regresses to all other object properties, such as size, 3D location, orientation, and even pose. Our center point based approach, CenterNet, is end-to-end differentiable, simpler, faster, and more accurate than corresponding bounding box based detectors. CenterNet achieves the best speed-accuracy trade-off on the MS COCO dataset, with 28.1% AP at 142 FPS, 37.4% AP at 52 FPS, and 45.1% AP with multi-scale testing at 1.4 FPS. We use the same approach to estimate 3D bounding box in the KITTI benchmark and human pose on the COCO keypoint dataset. Our method performs competitively with sophisticated multi-stage methods and runs in real-time.

cs.CV↗

Long-Term Feature Banks for Detailed Video Understanding

To understand the world, we humans constantly need to relate the present to the past, and put events in context. In this paper, we enable existing video models to do the same. We propose a long-term feature bank---supportive information extracted over the entire span of a video---to augment state-of-the-art video models that otherwise would only view short clips of 2-5 seconds. Our experiments demonstrate that augmenting 3D convolutional networks with a long-term feature bank yields state-of-the-art results on three challenging video datasets: AVA, EPIC-Kitchens, and Charades.

cs.CV↗

Assessing Generalization in Deep Reinforcement Learning

Deep reinforcement learning (RL) has achieved breakthrough results on many tasks, but agents often fail to generalize beyond the environment they were trained in. As a result, deep RL algorithms that promote generalization are receiving increasing attention. However, works in this area use a wide variety of tasks and experimental setups for evaluation. The literature lacks a controlled assessment of the merits of different generalization schemes. Our aim is to catalyze community-wide progress on generalization in deep RL. To this end, we present a benchmark and experimental protocol, and conduct a systematic empirical study. Our framework contains a diverse set of environments, our methodology covers both in-distribution and out-of-distribution generalization, and our evaluation includes deep RL algorithms that specifically tackle generalization. Our key finding is that `vanilla' deep RL algorithms generalize better than specialized schemes that were proposed specifically to tackle generalization.

cs.LG↗

Generative Visual Manipulation on the Natural Image Manifold

Realistic image manipulation is challenging because it requires modifying the image appearance in a user-controlled way, while preserving the realism of the result. Unless the user has considerable artistic skill, it is easy to "fall off" the manifold of natural images while editing. In this paper, we propose to learn the natural image manifold directly from data using a generative adversarial neural network. We then define a class of image editing operations, and constrain their output to lie on that learned manifold at all times. The model automatically adjusts the output keeping all edits as realistic as possible. All our manipulations are expressed in terms of constrained optimization and are applied in near-real time. We evaluate our algorithm on the task of realistic photo manipulation of shape and color. The presented method can further be used for changing one image to look like the other, as well as generating novel imagery from scratch based on user's scribbles.

cs.CV↗

Video Compression through Image Interpolation

An ever increasing amount of our digital communication, media consumption, and content creation revolves around videos. We share, watch, and archive many aspects of our lives through them, all of which are powered by strong video compression. Traditional video compression is laboriously hand designed and hand optimized. This paper presents an alternative in an end-to-end deep learning codec. Our codec builds on one simple idea: Video compression is repeated image interpolation. It thus benefits from recent advances in deep image interpolation and generation. Our deep video codec outperforms today's prevailing codecs, such as H.261, MPEG-4 Part 2, and performs on par with H.264.

cs.CV↗

Compressed Video Action Recognition

Training robust deep video representations has proven to be much more challenging than learning deep image representations. This is in part due to the enormous size of raw video streams and the high temporal redundancy; the true and interesting signal is often drowned in too much irrelevant data. Motivated by that the superfluous information can be reduced by up to two orders of magnitude by video compression (using H.264, HEVC, etc.), we propose to train a deep network directly on the compressed video. This representation has a higher information density, and we found the training to be easier. In addition, the signals in a compressed video provide free, albeit noisy, motion information. We propose novel techniques to use them effectively. Our approach is about 4.6 times faster than Res3D and 2.7 times faster than ResNet-152. On the task of action recognition, our approach outperforms all the other methods on the UCF-101, HMDB-51, and Charades dataset.

cs.CV↗

Sampling Matters in Deep Embedding Learning

Deep embeddings answer one simple question: How similar are two images? Learning these embeddings is the bedrock of verification, zero-shot learning, and visual search. The most prominent approaches optimize a deep convolutional network with a suitable loss function, such as contrastive loss or triplet loss. While a rich line of work focuses solely on the loss functions, we show in this paper that selecting training examples plays an equally important role. We propose distance weighted sampling, which selects more informative and stable examples than traditional approaches. In addition, we show that a simple margin based loss is sufficient to outperform all other loss functions. We evaluate our approach on the Stanford Online Products, CAR196, and the CUB200-2011 datasets for image retrieval and clustering, and on the LFW dataset for face verification. Our method achieves state-of-the-art performance on all of them.

cs.CV↗

Adversarial Feature Learning

The ability of the Generative Adversarial Networks (GANs) framework to learn generative models mapping from simple latent distributions to arbitrarily complex data distributions has been demonstrated empirically, with compelling results showing that the latent space of such generators captures semantic variation in the data distribution. Intuitively, models trained to predict these semantic latent representations given data may serve as useful feature representations for auxiliary problems where semantics are relevant. However, in their existing form, GANs have no means of learning the inverse mapping -- projecting data back into the latent space. We propose Bidirectional Generative Adversarial Networks (BiGANs) as a means of learning this inverse mapping, and demonstrate that the resulting learned feature representation is useful for auxiliary supervised discrimination tasks, competitive with contemporary approaches to unsupervised and self-supervised feature learning.

cs.LG↗

Data-dependent Initializations of Convolutional Neural Networks

Convolutional Neural Networks spread through computer vision like a wildfire, impacting almost all visual tasks imaginable. Despite this, few researchers dare to train their models from scratch. Most work builds on one of a handful of ImageNet pre-trained models, and fine-tunes or adapts these for specific tasks. This is in large part due to the difficulty of properly initializing these networks from scratch. A small miscalibration of the initial weights leads to vanishing or exploding gradients, as well as poor convergence properties. In this work we present a fast and simple data-dependent initialization procedure, that sets the weights of a network such that all units in the network train at roughly the same rate, avoiding vanishing or exploding gradients. Our initialization matches the current state-of-the-art unsupervised or self-supervised pre-training methods on standard computer vision tasks, such as image classification and object detection, while being roughly three orders of magnitude faster. When combined with pre-training methods, our initialization significantly outperforms prior work, narrowing the gap between supervised and unsupervised pre-training.

cs.CV↗

Learning Dense Correspondence via 3D-guided Cycle Consistency

Discriminative deep learning approaches have shown impressive results for problems where human-labeled ground truth is plentiful, but what about tasks where labels are difficult or impossible to obtain? This paper tackles one such problem: establishing dense visual correspondence across different object instances. For this task, although we do not know what the ground-truth is, we know it should be consistent across instances of that category. We exploit this consistency as a supervisory signal to train a convolutional neural network to predict cross-instance correspondences between pairs of images depicting objects of the same category. For each pair of training images we find an appropriate 3D CAD model and render two synthetic views to link in with the pair, establishing a correspondence flow 4-cycle. We use ground-truth synthetic-to-synthetic correspondences, provided by the rendering engine, to train a ConvNet to predict synthetic-to-real, real-to-real and real-to-synthetic correspondences that are cycle-consistent with the ground-truth. At test time, no CAD models are required. We demonstrate that our end-to-end trained ConvNet supervised by cycle-consistency outperforms state-of-the-art pairwise matching methods in correspondence-related tasks.

cs.CV↗