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Seungryul Baek

Publications and source records attributed to Seungryul Baek.

43 records · Page 3Linked to original sources

Sampling Strategies for GAN Synthetic Data

Generative Adversarial Networks (GANs) have been used widely to generate large volumes of synthetic data. This data is being utilized for augmenting with real examples in order to train deep Convolutional Neural Networks (CNNs). Studies have shown that the generated examples lack sufficient realism to train deep CNNs and are poor in diversity. Unlike previous studies of randomly augmenting the synthetic data with real data, we present our simple, effective and easy to implement synthetic data sampling methods to train deep CNNs more efficiently and accurately. To this end, we propose to maximally utilize the parameters learned during training of the GAN itself. These include discriminator's realism confidence score and the confidence on the target label of the synthetic data. In addition to this, we explore reinforcement learning (RL) to automatically search a subset of meaningful synthetic examples from a large pool of GAN synthetic data. We evaluate our method on two challenging face attribute classification data sets viz. AffectNet and CelebA. Our extensive experiments clearly demonstrate the need of sampling synthetic data before augmentation, which also improves the performance of one of the state-of-the-art deep CNNs in vitro.

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Pushing the Envelope for RGB-based Dense 3D Hand Pose Estimation via Neural Rendering

Estimating 3D hand meshes from single RGB images is challenging, due to intrinsic 2D-3D mapping ambiguities and limited training data. We adopt a compact parametric 3D hand model that represents deformable and articulated hand meshes. To achieve the model fitting to RGB images, we investigate and contribute in three ways: 1) Neural rendering: inspired by recent work on human body, our hand mesh estimator (HME) is implemented by a neural network and a differentiable renderer, supervised by 2D segmentation masks and 3D skeletons. HME demonstrates good performance for estimating diverse hand shapes and improves pose estimation accuracies. 2) Iterative testing refinement: Our fitting function is differentiable. We iteratively refine the initial estimate using the gradients, in the spirit of iterative model fitting methods like ICP. The idea is supported by the latest research on human body. 3) Self-data augmentation: collecting sized RGB-mesh (or segmentation mask)-skeleton triplets for training is a big hurdle. Once the model is successfully fitted to input RGB images, its meshes i.e. shapes and articulations, are realistic, and we augment view-points on top of estimated dense hand poses. Experiments using three RGB-based benchmarks show that our framework offers beyond state-of-the-art accuracy in 3D pose estimation, as well as recovers dense 3D hand shapes. Each technical component above meaningfully improves the accuracy in the ablation study.

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Deep Convolutional Decision Jungle for Image Classification

We propose a novel method called deep convolutional decision jungle (CDJ) and its learning algorithm for image classification. The CDJ maintains the structure of standard convolutional neural networks (CNNs), i.e. multiple layers of multiple response maps fully connected. Each response map-or node-in both the convolutional and fully-connected layers selectively respond to class labels s.t. each data sample travels via a specific soft route of those activated nodes. The proposed method CDJ automatically learns features, whereas decision forests and jungles require pre-defined feature sets. Compared to CNNs, the method embeds the benefits of using data-dependent discriminative functions, which better handles multi-modal/heterogeneous data; further,the method offers more diverse sparse network responses, which in turn can be used for cost-effective learning/classification. The network is learnt by combining conventional softmax and proposed entropy losses in each layer. The entropy loss,as used in decision tree growing, measures the purity of data activation according to the class label distribution. The back-propagation rule for the proposed loss function is derived from stochastic gradient descent (SGD) optimization of CNNs. We show that our proposed method outperforms state-of-the-art methods on three public image classification benchmarks and one face verification dataset. We also demonstrate the use of auxiliary data labels, when available, which helps our method to learn more discriminative routing and representations and leads to improved classification.

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Augmented Skeleton Space Transfer for Depth-based Hand Pose Estimation

Crucial to the success of training a depth-based 3D hand pose estimator (HPE) is the availability of comprehensive datasets covering diverse camera perspectives, shapes, and pose variations. However, collecting such annotated datasets is challenging. We propose to complete existing databases by generating new database entries. The key idea is to synthesize data in the skeleton space (instead of doing so in the depth-map space) which enables an easy and intuitive way of manipulating data entries. Since the skeleton entries generated in this way do not have the corresponding depth map entries, we exploit them by training a separate hand pose generator (HPG) which synthesizes the depth map from the skeleton entries. By training the HPG and HPE in a single unified optimization framework enforcing that 1) the HPE agrees with the paired depth and skeleton entries; and 2) the HPG-HPE combination satisfies the cyclic consistency (both the input and the output of HPG-HPE are skeletons) observed via the newly generated unpaired skeletons, our algorithm constructs a HPE which is robust to variations that go beyond the coverage of the existing database. Our training algorithm adopts the generative adversarial networks (GAN) training process. As a by-product, we obtain a hand pose discriminator (HPD) that is capable of picking out realistic hand poses. Our algorithm exploits this capability to refine the initial skeleton estimates in testing, further improving the accuracy. We test our algorithm on four challenging benchmark datasets (ICVL, MSRA, NYU and Big Hand 2.2M datasets) and demonstrate that our approach outperforms or is on par with state-of-the-art methods quantitatively and qualitatively.

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First-Person Hand Action Benchmark with RGB-D Videos and 3D Hand Pose Annotations

In this work we study the use of 3D hand poses to recognize first-person dynamic hand actions interacting with 3D objects. Towards this goal, we collected RGB-D video sequences comprised of more than 100K frames of 45 daily hand action categories, involving 26 different objects in several hand configurations. To obtain hand pose annotations, we used our own mo-cap system that automatically infers the 3D location of each of the 21 joints of a hand model via 6 magnetic sensors and inverse kinematics. Additionally, we recorded the 6D object poses and provide 3D object models for a subset of hand-object interaction sequences. To the best of our knowledge, this is the first benchmark that enables the study of first-person hand actions with the use of 3D hand poses. We present an extensive experimental evaluation of RGB-D and pose-based action recognition by 18 baselines/state-of-the-art approaches. The impact of using appearance features, poses, and their combinations are measured, and the different training/testing protocols are evaluated. Finally, we assess how ready the 3D hand pose estimation field is when hands are severely occluded by objects in egocentric views and its influence on action recognition. From the results, we see clear benefits of using hand pose as a cue for action recognition compared to other data modalities. Our dataset and experiments can be of interest to communities of 3D hand pose estimation, 6D object pose, and robotics as well as action recognition.

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Kinematic-Layout-aware Random Forests for Depth-based Action Recognition

In this paper, we tackle the problem of 24 hours-monitoring patient actions in a ward such as "stretching an arm out of the bed", "falling out of the bed", where temporal movements are subtle or significant. In the concerned scenarios, the relations between scene layouts and body kinematics (skeletons) become important cues to recognize actions; however they are hard to be secured at a testing stage. To address this problem, we propose a kinematic-layout-aware random forest which takes into account the kinematic-layout (\ie layout and skeletons), to maximize the discriminative power of depth image appearance. We integrate the kinematic-layout in the split criteria of random forests to guide the learning process by 1) determining the switch to either the depth appearance or the kinematic-layout information, and 2) implicitly closing the gap between two distributions obtained by the kinematic-layout and the appearance, when the kinematic-layout appears useful. The kinematic-layout information is not required for the test data, thus called "privileged information prior". The proposed method has also been testified in cross-view settings, by the use of view-invariant features and enforcing the consistency among synthetic-view data. Experimental evaluations on our new dataset PATIENT, CAD-60 and UWA3D (multiview) demonstrate that our method outperforms various state-of-the-arts.

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Real-time Online Action Detection Forests using Spatio-temporal Contexts

Online action detection (OAD) is challenging since 1) robust yet computationally expensive features cannot be straightforwardly used due to the real-time processing requirements and 2) the localization and classification of actions have to be performed even before they are fully observed. We propose a new random forest (RF)-based online action detection framework that addresses these challenges. Our algorithm uses computationally efficient skeletal joint features. High accuracy is achieved by using robust convolutional neural network (CNN)-based features which are extracted from the raw RGBD images, plus the temporal relationships between the current frame of interest, and the past and future frames. While these high-quality features are not available in real-time testing scenario, we demonstrate that they can be effectively exploited in training RF classifiers: We use these spatio-temporal contexts to craft RF's new split functions improving RFs' leaf node statistics. Experiments with challenging MSRAction3D, G3D, and OAD datasets demonstrate that our algorithm significantly improves the accuracy over the state-of-the-art online action detection algorithms while achieving the real-time efficiency of existing skeleton-based RF classifiers.

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