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Sanja Fidler

Publications and source records attributed to Sanja Fidler.

At least 181 records · Page 10Linked to original sources

Devil is in the Edges: Learning Semantic Boundaries from Noisy Annotations

We tackle the problem of semantic boundary prediction, which aims to identify pixels that belong to object(class) boundaries. We notice that relevant datasets consist of a significant level of label noise, reflecting the fact that precise annotations are laborious to get and thus annotators trade-off quality with efficiency. We aim to learn sharp and precise semantic boundaries by explicitly reasoning about annotation noise during training. We propose a simple new layer and loss that can be used with existing learning-based boundary detectors. Our layer/loss enforces the detector to predict a maximum response along the normal direction at an edge, while also regularizing its direction. We further reason about true object boundaries during training using a level set formulation, which allows the network to learn from misaligned labels in an end-to-end fashion. Experiments show that we improve over the CASENet backbone network by more than 4% in terms of MF(ODS) and 18.61% in terms of AP, outperforming all current state-of-the-art methods including those that deal with alignment. Furthermore, we show that our learned network can be used to significantly improve coarse segmentation labels, lending itself as an efficient way to label new data.

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DARNet: Deep Active Ray Network for Building Segmentation

In this paper, we propose a Deep Active Ray Network (DARNet) for automatic building segmentation. Taking an image as input, it first exploits a deep convolutional neural network (CNN) as the backbone to predict energy maps, which are further utilized to construct an energy function. A polygon-based contour is then evolved via minimizing the energy function, of which the minimum defines the final segmentation. Instead of parameterizing the contour using Euclidean coordinates, we adopt polar coordinates, i.e., rays, which not only prevents self-intersection but also simplifies the design of the energy function. Moreover, we propose a loss function that directly encourages the contours to match building boundaries. Our DARNet is trained end-to-end by back-propagating through the energy minimization and the backbone CNN, which makes the CNN adapt to the dynamics of the contour evolution. Experiments on three building instance segmentation datasets demonstrate our DARNet achieves either state-of-the-art or comparable performances to other competitors.

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EigenDamage: Structured Pruning in the Kronecker-Factored Eigenbasis

Reducing the test time resource requirements of a neural network while preserving test accuracy is crucial for running inference on resource-constrained devices. To achieve this goal, we introduce a novel network reparameterization based on the Kronecker-factored eigenbasis (KFE), and then apply Hessian-based structured pruning methods in this basis. As opposed to existing Hessian-based pruning algorithms which do pruning in parameter coordinates, our method works in the KFE where different weights are approximately independent, enabling accurate pruning and fast computation. We demonstrate empirically the effectiveness of the proposed method through extensive experiments. In particular, we highlight that the improvements are especially significant for more challenging datasets and networks. With negligible loss of accuracy, an iterative-pruning version gives a 10$\times$ reduction in model size and a 8$\times$ reduction in FLOPs on wide ResNet32.

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Meta-Sim: Learning to Generate Synthetic Datasets

Training models to high-end performance requires availability of large labeled datasets, which are expensive to get. The goal of our work is to automatically synthesize labeled datasets that are relevant for a downstream task. We propose Meta-Sim, which learns a generative model of synthetic scenes, and obtain images as well as its corresponding ground-truth via a graphics engine. We parametrize our dataset generator with a neural network, which learns to modify attributes of scene graphs obtained from probabilistic scene grammars, so as to minimize the distribution gap between its rendered outputs and target data. If the real dataset comes with a small labeled validation set, we additionally aim to optimize a meta-objective, i.e. downstream task performance. Experiments show that the proposed method can greatly improve content generation quality over a human-engineered probabilistic scene grammar, both qualitatively and quantitatively as measured by performance on a downstream task.

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Action Recognition from Single Timestamp Supervision in Untrimmed Videos

Recognising actions in videos relies on labelled supervision during training, typically the start and end times of each action instance. This supervision is not only subjective, but also expensive to acquire. Weak video-level supervision has been successfully exploited for recognition in untrimmed videos, however it is challenged when the number of different actions in training videos increases. We propose a method that is supervised by single timestamps located around each action instance, in untrimmed videos. We replace expensive action bounds with sampling distributions initialised from these timestamps. We then use the classifier's response to iteratively update the sampling distributions. We demonstrate that these distributions converge to the location and extent of discriminative action segments. We evaluate our method on three datasets for fine-grained recognition, with increasing number of different actions per video, and show that single timestamps offer a reasonable compromise between recognition performance and labelling effort, performing comparably to full temporal supervision. Our update method improves top-1 test accuracy by up to 5.4%. across the evaluated datasets.

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Mimicking the In-Camera Color Pipeline for Camera-Aware Object Compositing

We present a method for compositing virtual objects into a photograph such that the object colors appear to have been processed by the photo's camera imaging pipeline. Compositing in such a camera-aware manner is essential for high realism, and it requires the color transformation in the photo's pipeline to be inferred, which is challenging due to the inherent one-to-many mapping that exists from a scene to a photo. To address this problem for the case of a single photo taken from an unknown camera, we propose a dual-learning approach in which the reverse color transformation (from the photo to the scene) is jointly estimated. Learning of the reverse transformation is used to facilitate learning of the forward mapping, by enforcing cycle consistency of the two processes. We additionally employ a feature sharing schema to extract evidence from the target photo in the reverse mapping to guide the forward color transformation. Our dual-learning approach achieves object compositing results that surpass those of alternative techniques.

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Learning to Caption Images through a Lifetime by Asking Questions

In order to bring artificial agents into our lives, we will need to go beyond supervised learning on closed datasets to having the ability to continuously expand knowledge. Inspired by a student learning in a classroom, we present an agent that can continuously learn by posing natural language questions to humans. Our agent is composed of three interacting modules, one that performs captioning, another that generates questions and a decision maker that learns when to ask questions by implicitly reasoning about the uncertainty of the agent and expertise of the teacher. As compared to current active learning methods which query images for full captions, our agent is able to ask pointed questions to improve the generated captions. The agent trains on the improved captions, expanding its knowledge. We show that our approach achieves better performance using less human supervision than the baselines on the challenging MSCOCO dataset.

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Fast Interactive Object Annotation with Curve-GCN

Manually labeling objects by tracing their boundaries is a laborious process. In Polygon-RNN++ the authors proposed Polygon-RNN that produces polygonal annotations in a recurrent manner using a CNN-RNN architecture, allowing interactive correction via humans-in-the-loop. We propose a new framework that alleviates the sequential nature of Polygon-RNN, by predicting all vertices simultaneously using a Graph Convolutional Network (GCN). Our model is trained end-to-end. It supports object annotation by either polygons or splines, facilitating labeling efficiency for both line-based and curved objects. We show that Curve-GCN outperforms all existing approaches in automatic mode, including the powerful PSP-DeepLab and is significantly more efficient in interactive mode than Polygon-RNN++. Our model runs at 29.3ms in automatic, and 2.6ms in interactive mode, making it 10x and 100x faster than Polygon-RNN++.

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ACTRCE: Augmenting Experience via Teacher's Advice For Multi-Goal Reinforcement Learning

Sparse reward is one of the most challenging problems in reinforcement learning (RL). Hindsight Experience Replay (HER) attempts to address this issue by converting a failed experience to a successful one by relabeling the goals. Despite its effectiveness, HER has limited applicability because it lacks a compact and universal goal representation. We present Augmenting experienCe via TeacheR's adviCE (ACTRCE), an efficient reinforcement learning technique that extends the HER framework using natural language as the goal representation. We first analyze the differences among goal representation, and show that ACTRCE can efficiently solve difficult reinforcement learning problems in challenging 3D navigation tasks, whereas HER with non-language goal representation failed to learn. We also show that with language goal representations, the agent can generalize to unseen instructions, and even generalize to instructions with unseen lexicons. We further demonstrate it is crucial to use hindsight advice to solve challenging tasks, and even small amount of advice is sufficient for the agent to achieve good performance.

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SurfConv: Bridging 3D and 2D Convolution for RGBD Images

We tackle the problem of using 3D information in convolutional neural networks for down-stream recognition tasks. Using depth as an additional channel alongside the RGB input has the scale variance problem present in image convolution based approaches. On the other hand, 3D convolution wastes a large amount of memory on mostly unoccupied 3D space, which consists of only the surface visible to the sensor. Instead, we propose SurfConv, which "slides" compact 2D filters along the visible 3D surface. SurfConv is formulated as a simple depth-aware multi-scale 2D convolution, through a new Data-Driven Depth Discretization (D4) scheme. We demonstrate the effectiveness of our method on indoor and outdoor 3D semantic segmentation datasets. Our method achieves state-of-the-art performance with less than 30% parameters used by the 3D convolution-based approaches.

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A Face-to-Face Neural Conversation Model

Neural networks have recently become good at engaging in dialog. However, current approaches are based solely on verbal text, lacking the richness of a real face-to-face conversation. We propose a neural conversation model that aims to read and generate facial gestures alongside with text. This allows our model to adapt its response based on the "mood" of the conversation. In particular, we introduce an RNN encoder-decoder that exploits the movement of facial muscles, as well as the verbal conversation. The decoder consists of two layers, where the lower layer aims at generating the verbal response and coarse facial expressions, while the second layer fills in the subtle gestures, making the generated output more smooth and natural. We train our neural network by having it "watch" 250 movies. We showcase our joint face-text model in generating more natural conversations through automatic metrics and a human study. We demonstrate an example application with a face-to-face chatting avatar.

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A Neural Compositional Paradigm for Image Captioning

Mainstream captioning models often follow a sequential structure to generate captions, leading to issues such as introduction of irrelevant semantics, lack of diversity in the generated captions, and inadequate generalization performance. In this paper, we present an alternative paradigm for image captioning, which factorizes the captioning procedure into two stages: (1) extracting an explicit semantic representation from the given image; and (2) constructing the caption based on a recursive compositional procedure in a bottom-up manner. Compared to conventional ones, our paradigm better preserves the semantic content through an explicit factorization of semantics and syntax. By using the compositional generation procedure, caption construction follows a recursive structure, which naturally fits the properties of human language. Moreover, the proposed compositional procedure requires less data to train, generalizes better, and yields more diverse captions.

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Semantic Understanding of Scenes through the ADE20K Dataset

Scene parsing, or recognizing and segmenting objects and stuff in an image, is one of the key problems in computer vision. Despite the community's efforts in data collection, there are still few image datasets covering a wide range of scenes and object categories with dense and detailed annotations for scene parsing. In this paper, we introduce and analyze the ADE20K dataset, spanning diverse annotations of scenes, objects, parts of objects, and in some cases even parts of parts. A generic network design called Cascade Segmentation Module is then proposed to enable the segmentation networks to parse a scene into stuff, objects, and object parts in a cascade. We evaluate the proposed module integrated within two existing semantic segmentation networks, yielding significant improvements for scene parsing. We further show that the scene parsing networks trained on ADE20K can be applied to a wide variety of scenes and objects.

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Pose Estimation for Objects with Rotational Symmetry

Pose estimation is a widely explored problem, enabling many robotic tasks such as grasping and manipulation. In this paper, we tackle the problem of pose estimation for objects that exhibit rotational symmetry, which are common in man-made and industrial environments. In particular, our aim is to infer poses for objects not seen at training time, but for which their 3D CAD models are available at test time. Previous work has tackled this problem by learning to compare captured views of real objects with the rendered views of their 3D CAD models, by embedding them in a joint latent space using neural networks. We show that sidestepping the issue of symmetry in this scenario during training leads to poor performance at test time. We propose a model that reasons about rotational symmetry during training by having access to only a small set of symmetry-labeled objects, whereby exploiting a large collection of unlabeled CAD models. We demonstrate that our approach significantly outperforms a naively trained neural network on a new pose dataset containing images of tools and hardware.

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Visual Reasoning by Progressive Module Networks

Humans learn to solve tasks of increasing complexity by building on top of previously acquired knowledge. Typically, there exists a natural progression in the tasks that we learn - most do not require completely independent solutions, but can be broken down into simpler subtasks. We propose to represent a solver for each task as a neural module that calls existing modules (solvers for simpler tasks) in a functional program-like manner. Lower modules are a black box to the calling module, and communicate only via a query and an output. Thus, a module for a new task learns to query existing modules and composes their outputs in order to produce its own output. Our model effectively combines previous skill-sets, does not suffer from forgetting, and is fully differentiable. We test our model in learning a set of visual reasoning tasks, and demonstrate improved performances in all tasks by learning progressively. By evaluating the reasoning process using human judges, we show that our model is more interpretable than an attention-based baseline.

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Scaling Egocentric Vision: The EPIC-KITCHENS Dataset

First-person vision is gaining interest as it offers a unique viewpoint on people's interaction with objects, their attention, and even intention. However, progress in this challenging domain has been relatively slow due to the lack of sufficiently large datasets. In this paper, we introduce EPIC-KITCHENS, a large-scale egocentric video benchmark recorded by 32 participants in their native kitchen environments. Our videos depict nonscripted daily activities: we simply asked each participant to start recording every time they entered their kitchen. Recording took place in 4 cities (in North America and Europe) by participants belonging to 10 different nationalities, resulting in highly diverse cooking styles. Our dataset features 55 hours of video consisting of 11.5M frames, which we densely labeled for a total of 39.6K action segments and 454.3K object bounding boxes. Our annotation is unique in that we had the participants narrate their own videos (after recording), thus reflecting true intention, and we crowd-sourced ground-truths based on these. We describe our object, action and anticipation challenges, and evaluate several baselines over two test splits, seen and unseen kitchens. Dataset and Project page: http://epic-kitchens.github.io

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VSE++: Improving Visual-Semantic Embeddings with Hard Negatives

We present a new technique for learning visual-semantic embeddings for cross-modal retrieval. Inspired by hard negative mining, the use of hard negatives in structured prediction, and ranking loss functions, we introduce a simple change to common loss functions used for multi-modal embeddings. That, combined with fine-tuning and use of augmented data, yields significant gains in retrieval performance. We showcase our approach, VSE++, on MS-COCO and Flickr30K datasets, using ablation studies and comparisons with existing methods. On MS-COCO our approach outperforms state-of-the-art methods by 8.8% in caption retrieval and 11.3% in image retrieval (at R@1).

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VirtualHome: Simulating Household Activities via Programs

In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions.

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