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Philipp Slusallek

Publications and source records attributed to Philipp Slusallek.

At least 37 records · Page 2Linked to original sources

Reliable Student: Addressing Noise in Semi-Supervised 3D Object Detection

Semi-supervised 3D object detection can benefit from the promising pseudo-labeling technique when labeled data is limited. However, recent approaches have overlooked the impact of noisy pseudo-labels during training, despite efforts to enhance pseudo-label quality through confidence-based filtering. In this paper, we examine the impact of noisy pseudo-labels on IoU-based target assignment and propose the Reliable Student framework, which incorporates two complementary approaches to mitigate errors. First, it involves a class-aware target assignment strategy that reduces false negative assignments in difficult classes. Second, it includes a reliability weighting strategy that suppresses false positive assignment errors while also addressing remaining false negatives from the first step. The reliability weights are determined by querying the teacher network for confidence scores of the student-generated proposals. Our work surpasses the previous state-of-the-art on KITTI 3D object detection benchmark on point clouds in the semi-supervised setting. On 1% labeled data, our approach achieves a 6.2% AP improvement for the pedestrian class, despite having only 37 labeled samples available. The improvements become significant for the 2% setting, achieving 6.0% AP and 5.7% AP improvements for the pedestrian and cyclist classes, respectively.

cs.CV↗

What explains the success of cross-modal fine-tuning with ORCA?

ORCA (Shen et al., 2023) is a recent technique for cross-modal fine-tuning, i.e., applying pre-trained transformer models to modalities beyond their training data. The technique consists primarily of training an embedder and fine-tuning the embedder and model. Despite its high performance on a variety of downstream tasks, we do not understand precisely how each of these components contribute to ORCA's success. Therefore, we run a series of ablations and find that embedder training does not help 2D tasks at all, contrary to what the original paper posits. In 1D tasks, some amount of embedder training is necessary but more is not better. In 4 out of 6 datasets we experiment with, it is model fine-tuning that makes the biggest difference. Through our ablations and baselines, we contribute a better understanding of the individual components of ORCA.

cs.CL↗

Discovering Fatigued Movements for Virtual Character Animation

Virtual character animation and movement synthesis have advanced rapidly during recent years, especially through a combination of extensive motion capture datasets and machine learning. A remaining challenge is interactively simulating characters that fatigue when performing extended motions, which is indispensable for the realism of generated animations. However, capturing such movements is problematic, as performing movements like backflips with fatigued variations up to exhaustion raises capture cost and risk of injury. Surprisingly, little research has been done on faithful fatigue modeling. To address this, we propose a deep reinforcement learning-based approach, which -- for the first time in literature -- generates control policies for full-body physically simulated agents aware of cumulative fatigue. For this, we first leverage Generative Adversarial Imitation Learning (GAIL) to learn an expert policy for the skill; Second, we learn a fatigue policy by limiting the generated constant torque bounds based on endurance time to non-linear, state- and time-dependent limits in the joint-actuation space using a Three-Compartment Controller (3CC) model. Our results demonstrate that agents can adapt to different fatigue and rest rates interactively, and discover realistic recovery strategies without the need for any captured data of fatigued movement.

cs.GR↗

Perceptual error optimization for Monte Carlo animation rendering

Independently estimating pixel values in Monte Carlo rendering results in a perceptually sub-optimal white-noise distribution of error in image space. Recent works have shown that perceptual fidelity can be improved significantly by distributing pixel error as blue noise instead. Most such works have focused on static images, ignoring the temporal perceptual effects of animation display. We extend prior formulations to simultaneously consider the spatial and temporal domains, and perform an analysis to motivate a perceptually better spatio-temporal error distribution. We then propose a practical error optimization algorithm for spatio-temporal rendering and demonstrate its effectiveness in various configurations.

cs.GR↗

Edge-aware Consistent Stereo Video Depth Estimation

Video depth estimation is crucial in various applications, such as scene reconstruction and augmented reality. In contrast to the naive method of estimating depths from images, a more sophisticated approach uses temporal information, thereby eliminating flickering and geometrical inconsistencies. We propose a consistent method for dense video depth estimation; however, unlike the existing monocular methods, ours relates to stereo videos. This technique overcomes the limitations arising from the monocular input. As a benefit of using stereo inputs, a left-right consistency loss is introduced to improve the performance. Besides, we use SLAM-based camera pose estimation in the process. To address the problem of depth blurriness during test-time training (TTT), we present an edge-preserving loss function that improves the visibility of fine details while preserving geometrical consistency. We show that our edge-aware stereo video model can accurately estimate the dense depth maps.

cs.CV↗

Expanding Synthetic Real-World Degradations for Blind Video Super Resolution

Video super-resolution (VSR) techniques, especially deep-learning-based algorithms, have drastically improved over the last few years and shown impressive performance on synthetic data. However, their performance on real-world video data suffers because of the complexity of real-world degradations and misaligned video frames. Since obtaining a synthetic dataset consisting of low-resolution (LR) and high-resolution (HR) frames are easier than obtaining real-world LR and HR images, in this paper, we propose synthesizing real-world degradations on synthetic training datasets. The proposed synthetic real-world degradations (SRWD) include a combination of the blur, noise, downsampling, pixel binning, and image and video compression artifacts. We then propose using a random shuffling-based strategy to simulate these degradations on the training datasets and train a single end-to-end deep neural network (DNN) on the proposed larger variation of realistic synthesized training data. Our quantitative and qualitative comparative analysis shows that the proposed training strategy using diverse realistic degradations improves the performance by 7.1 % in terms of NRQM compared to RealBasicVSR and by 3.34 % compared to BSRGAN on the VideoLQ dataset. We also introduce a new dataset that contains high-resolution real-world videos that can serve as a common ground for bench-marking.

eess.IV↗

High-Resolution Synthetic RGB-D Datasets for Monocular Depth Estimation

Accurate depth maps are essential in various applications, such as autonomous driving, scene reconstruction, point-cloud creation, etc. However, monocular-depth estimation (MDE) algorithms often fail to provide enough texture & sharpness, and also are inconsistent for homogeneous scenes. These algorithms mostly use CNN or vision transformer-based architectures requiring large datasets for supervised training. But, MDE algorithms trained on available depth datasets do not generalize well and hence fail to perform accurately in diverse real-world scenes. Moreover, the ground-truth depth maps are either lower resolution or sparse leading to relatively inconsistent depth maps. In general, acquiring a high-resolution ground truth dataset with pixel-level precision for accurate depth prediction is an expensive, and time-consuming challenge. In this paper, we generate a high-resolution synthetic depth dataset (HRSD) of dimension 1920 X 1080 from Grand Theft Auto (GTA-V), which contains 100,000 color images and corresponding dense ground truth depth maps. The generated datasets are diverse and have scenes from indoors to outdoors, from homogeneous surfaces to textures. For experiments and analysis, we train the DPT algorithm, a state-of-the-art transformer-based MDE algorithm on the proposed synthetic dataset, which significantly increases the accuracy of depth maps on different scenes by 9 %. Since the synthetic datasets are of higher resolution, we propose adding a feature extraction module in the transformer encoder and incorporating an attention-based loss, further improving the accuracy by 15 %.

cs.CV↗

IMos: Intent-Driven Full-Body Motion Synthesis for Human-Object Interactions

Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full-body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes textual instructions specifying the objects and the associated intentions of the virtual characters as input and outputs diverse sequences of full-body motions. This contrasts existing works, where full-body action synthesis methods generally do not consider object interactions, and human-object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent-driven fullbody motion generator, which uses a pair of decoupled conditional variational auto-regressors to learn the motion of the body parts in an autoregressive manner. We also optimize the 6-DoF pose of the objects such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state-of-the-art for the task of intent-driven motion synthesis.

cs.CV↗

Synthesis of Compositional Animations from Textual Descriptions

"How can we animate 3D-characters from a movie script or move robots by simply telling them what we would like them to do?" "How unstructured and complex can we make a sentence and still generate plausible movements from it?" These are questions that need to be answered in the long-run, as the field is still in its infancy. Inspired by these problems, we present a new technique for generating compositional actions, which handles complex input sentences. Our output is a 3D pose sequence depicting the actions in the input sentence. We propose a hierarchical two-stream sequential model to explore a finer joint-level mapping between natural language sentences and 3D pose sequences corresponding to the given motion. We learn two manifold representations of the motion -- one each for the upper body and the lower body movements. Our model can generate plausible pose sequences for short sentences describing single actions as well as long compositional sentences describing multiple sequential and superimposed actions. We evaluate our proposed model on the publicly available KIT Motion-Language Dataset containing 3D pose data with human-annotated sentences. Experimental results show that our model advances the state-of-the-art on text-based motion synthesis in objective evaluations by a margin of 50%. Qualitative evaluations based on a user study indicate that our synthesized motions are perceived to be the closest to the ground-truth motion captures for both short and compositional sentences.

cs.CV↗

XEngine: Optimal Tensor Rematerialization for Neural Networks in Heterogeneous Environments

Memory efficiency is crucial in training deep learning networks on resource-restricted devices. During backpropagation, forward tensors are used to calculate gradients. Despite the option of keeping those dependencies in memory until they are reused in backpropagation, some forward tensors can be discarded and recomputed later from saved tensors, so-called checkpoints. This allows, in particular, for resource-constrained heterogeneous environments to make use of all available compute devices. Unfortunately, the definition of these checkpoints is a non-trivial problem and poses a challenge to the programmer - improper or excessive recomputations negate the benefit of checkpointing. In this article, we present XEngine, an approach that schedules network operators to heterogeneous devices in low memory environments by determining checkpoints and recomputations of tensors. Our approach selects suitable resources per timestep and operator and optimizes the end-to-end time for neural networks taking the memory limitation of each device into account. For this, we formulate a mixed-integer quadratic program (MIQP) to schedule operators of deep learning networks on heterogeneous systems. We compare our MIQP solver XEngine against Checkmate, a mixed-integer linear programming (MILP) approach that solves recomputation on a single device. Our solver finds solutions that are up to 22.5 % faster than the fastest Checkmate schedule in which the network is computed exclusively on a single device. We also find valid schedules for networks making use of both central processing units and graphics processing units if memory limitations do not allow scheduling exclusively to the graphics processing unit.

cs.LG↗

FLOWER: A comprehensive dataflow compiler for high-level synthesis

FPGAs have found their way into data centers as accelerator cards, making reconfigurable computing more accessible for high-performance applications. At the same time, new high-level synthesis compilers like Xilinx Vitis and runtime libraries such as XRT attract software programmers into the reconfigurable domain. While software programmers are familiar with task-level and data-parallel programming, FPGAs often require different types of parallelism. For example, data-driven parallelism is mandatory to obtain satisfactory hardware designs for pipelined dataflow architectures. However, software programmers are often not acquainted with dataflow architectures - resulting in poor hardware designs. In this work we present FLOWER, a comprehensive compiler infrastructure that provides automatic canonical transformations for high-level synthesis from a domain-specific library. This allows programmers to focus on algorithm implementations rather than low-level optimizations for dataflow architectures. We show that FLOWER allows to synthesize efficient implementations for high-performance streaming applications targeting System-on-Chip and FPGA accelerator cards, in the context of image processing and computer vision.

cs.AR↗

AnyHLS: High-Level Synthesis with Partial Evaluation

FPGAs excel in low power and high throughput computations, but they are challenging to program. Traditionally, developers rely on hardware description languages like Verilog or VHDL to specify the hardware behavior at the register-transfer level. High-Level Synthesis (HLS) raises the level of abstraction, but still requires FPGA design knowledge. Programmers usually write pragma-annotated C/C++ programs to define the hardware architecture of an application. However, each hardware vendor extends its own C dialect using its own vendor-specific set of pragmas. This prevents portability across different vendors. Furthermore, pragmas are not first-class citizens in the language. This makes it hard to use them in a modular way or design proper abstractions. In this paper, we present AnyHLS, an approach to synthesize FPGA designs in a modular and abstract way. AnyHLS is able to raise the abstraction level of existing HLS tools by resorting to programming language features such as types and higher-order functions as follows: It relies on partial evaluation to specialize and to optimize the user application based on a library of abstractions. Then, vendor-specific HLS code is generated for Intel and Xilinx FPGAs. Portability is obtained by avoiding any vendor-specific pragmas at the source code. In order to validate achievable gains in productivity, a library for the domain of image processing is introduced as a case study, and its synthesis results are compared with several state-of-theart Domain-Specific Language (DSL) approaches for this domain.

cs.PL↗

Parallel Multi-Hypothesis Algorithm for Criticality Estimation in Traffic and Collision Avoidance

Due to the current developments towards autonomous driving and vehicle active safety, there is an increasing necessity for algorithms that are able to perform complex criticality predictions in real-time. Being able to process multi-object traffic scenarios aids the implementation of a variety of automotive applications such as driver assistance systems for collision prevention and mitigation as well as fall-back systems for autonomous vehicles. We present a fully model-based algorithm with a parallelizable architecture. The proposed algorithm can evaluate the criticality of complex, multi-modal (vehicles and pedestrians) traffic scenarios by simulating millions of trajectory combinations and detecting collisions between objects. The algorithm is able to estimate upcoming criticality at very early stages, demonstrating its potential for vehicle safety-systems and autonomous driving applications. An implementation on an embedded system in a test vehicle proves in a prototypical manner the compatibility of the algorithm with the hardware possibilities of modern cars. For a complex traffic scenario with 11 dynamic objects, more than 86 million pose combinations are evaluated in 21 ms on the GPU of a Drive PX~2.

cs.DC↗

The European Language Technology Landscape in 2020: Language-Centric and Human-Centric AI for Cross-Cultural Communication in Multilingual Europe

Multilingualism is a cultural cornerstone of Europe and firmly anchored in the European treaties including full language equality. However, language barriers impacting business, cross-lingual and cross-cultural communication are still omnipresent. Language Technologies (LTs) are a powerful means to break down these barriers. While the last decade has seen various initiatives that created a multitude of approaches and technologies tailored to Europe's specific needs, there is still an immense level of fragmentation. At the same time, AI has become an increasingly important concept in the European Information and Communication Technology area. For a few years now, AI, including many opportunities, synergies but also misconceptions, has been overshadowing every other topic. We present an overview of the European LT landscape, describing funding programmes, activities, actions and challenges in the different countries with regard to LT, including the current state of play in industry and the LT market. We present a brief overview of the main LT-related activities on the EU level in the last ten years and develop strategic guidance with regard to four key dimensions.

cs.CL↗

Space-Filling Curve Indices as Acceleration Structure for Exemplar-Based Inpainting

Exemplar-based inpainting is the process of reconstructing missing parts of an image by searching the remaining data for patches that fit seamlessly. The image is completed to a plausible-looking solution by repeatedly inserting the patch that is the best match according to some cost function. We present an acceleration structure that uses a multi-index scheme to accelerate this search procedure drastically, particularly in the case of very large datasets. The index scheme uses ideas such as dimensionality reduction and k-nearest neighbor search on space-filling curves that are well known in the field of multimedia databases. Our method has a theoretic runtime of O(log2 n) per iteration and reaches a speedup factor of up to 660 over the original method. The approach has the advantage of being agnostic to most modelbased parts of exemplar-based inpainting such as the order in which patches are processed and the cost function used to determine patch similarity. Thus, the acceleration structure can be used in conjunction with most exemplar-based inpainting algorithms.

cs.CV↗

Fine-Grained Semantic Segmentation of Motion Capture Data using Dilated Temporal Fully-Convolutional Networks

Human motion capture data has been widely used in data-driven character animation. In order to generate realistic, natural-looking motions, most data-driven approaches require considerable efforts of pre-processing, including motion segmentation and annotation. Existing (semi-) automatic solutions either require hand-crafted features for motion segmentation or do not produce the semantic annotations required for motion synthesis and building large-scale motion databases. In addition, human labeled annotation data suffers from inter- and intra-labeler inconsistencies by design. We propose a semi-automatic framework for semantic segmentation of motion capture data based on supervised machine learning techniques. It first transforms a motion capture sequence into a ``motion image'' and applies a convolutional neural network for image segmentation. Dilated temporal convolutions enable the extraction of temporal information from a large receptive field. Our model outperforms two state-of-the-art models for action segmentation, as well as a popular network for sequence modeling. Most of all, our method is very robust under noisy and inaccurate training labels and thus can handle human errors during the labeling process.

cs.CV↗

Dilated Temporal Fully-Convolutional Network for Semantic Segmentation of Motion Capture Data

Semantic segmentation of motion capture sequences plays a key part in many data-driven motion synthesis frameworks. It is a preprocessing step in which long recordings of motion capture sequences are partitioned into smaller segments. Afterwards, additional methods like statistical modeling can be applied to each group of structurally-similar segments to learn an abstract motion manifold. The segmentation task however often remains a manual task, which increases the effort and cost of generating large-scale motion databases. We therefore propose an automatic framework for semantic segmentation of motion capture data using a dilated temporal fully-convolutional network. Our model outperforms a state-of-the-art model in action segmentation, as well as three networks for sequence modeling. We further show our model is robust against high noisy training labels.

cs.CV↗

How should a fixed budget of dwell time be spent in scanning electron microscopy to optimize image quality?

In scanning electron microscopy, the achievable image quality is often limited by a maximum feasible acquisition time per dataset. Particularly with regard to three-dimensional or large field-of-view imaging, a compromise must be found between a high amount of shot noise, which leads to a low signal-to-noise ratio, and excessive acquisition times. Assuming a fixed acquisition time per frame, we compared three different strategies for algorithm-assisted image acquisition in scanning electron microscopy. We evaluated (1) raster scanning with a reduced dwell time per pixel followed by a state-of-the-art Denoising algorithm, (2) raster scanning with a decreased resolution in conjunction with a state-of-the-art Super Resolution algorithm, and (3) a sparse scanning approach where a fixed percentage of pixels is visited by the beam in combination with state-of-the-art inpainting algorithms. Additionally, we considered increased beam currents for each of the strategies. The experiments showed that sparse scanning using an appropriate reconstruction technique was superior to the other strategies.

cs.CV↗