Searcharxiv⌕ Search

arXiv subjects

Shai Avidan

Publications and source records attributed to Shai Avidan.

At least 55 records · Page 3Linked to original sources

Geometric Adversarial Attacks and Defenses on 3D Point Clouds

Deep neural networks are prone to adversarial examples that maliciously alter the network's outcome. Due to the increasing popularity of 3D sensors in safety-critical systems and the vast deployment of deep learning models for 3D point sets, there is a growing interest in adversarial attacks and defenses for such models. So far, the research has focused on the semantic level, namely, deep point cloud classifiers. However, point clouds are also widely used in a geometric-related form that includes encoding and reconstructing the geometry. In this work, we are the first to consider the problem of adversarial examples at a geometric level. In this setting, the question is how to craft a small change to a clean source point cloud that leads, after passing through an autoencoder model, to the reconstruction of a different target shape. Our attack is in sharp contrast to existing semantic attacks on 3D point clouds. While such works aim to modify the predicted label by a classifier, we alter the entire reconstructed geometry. Additionally, we demonstrate the robustness of our attack in the case of defense, where we show that remnant characteristics of the target shape are still present at the output after applying the defense to the adversarial input. Our code is publicly available at https://github.com/itailang/geometric_adv.

cs.CV↗

DeepBBS: Deep Best Buddies for Point Cloud Registration

Recently, several deep learning approaches have been proposed for point cloud registration. These methods train a network to generate a representation that helps finding matching points in two 3D point clouds. Finding good matches allows them to calculate the transformation between the point clouds accurately. Two challenges of these techniques are dealing with occlusions and generalizing to objects of classes unseen during training. This work proposes DeepBBS, a novel method for learning a representation that takes into account the best buddy distance between points during training. Best Buddies (i.e., mutual nearest neighbors) are pairs of points nearest to each other. The Best Buddies criterion is a strong indication for correct matches that, in turn, leads to accurate registration. Our experiments show improved performance compared to previous methods. In particular, our learned representation leads to an accurate registration for partial shapes and in unseen categories.

cs.CV↗

kNet: A Deep kNN Network To Handle Label Noise

Deep Neural Networks require large amounts of labeled data for their training. Collecting this data at scale inevitably causes label noise.Hence,the need to develop learning algorithms that are robust to label noise. In recent years, k Nearest Neighbors (kNN) emerged as a viable solution to this problem. Despite its success, kNN is not without its problems. Mainly, it requires a huge memory footprint to store all the training samples and it needs an advanced data structure to allow for fast retrieval of the relevant examples, given a query sample. We propose a neural network, termed kNet, that learns to perform kNN. Once trained, we no longer need to store the training data, and processing a query sample is a simple matter of inference. To use kNet, we first train a preliminary network on the data set, and then train kNet on the penultimate layer of the preliminary network.We find that kNet gives a smooth approximation of kNN,and cannot handle the sharp label changes between samples that kNN can exhibit. This indicates that currently kNet is best suited to approximate kNN with a fairly large k. Experiments on two data sets show that this is the regime in which kNN works best,and can therefore be replaced by kNet.In practice, kNet consistently improve the results of all preliminary networks, in all label noise regimes, by up to 3%.

cs.LG↗

Dual Geometric Graph Network (DG2N) -- Iterative network for deformable shape alignment

We provide a novel new approach for aligning geometric models using a dual graph structure where local features are mapping probabilities. Alignment of non-rigid structures is one of the most challenging computer vision tasks due to the high number of unknowns needed to model the correspondence. We have seen a leap forward using DNN models in template alignment and functional maps, but those methods fail for inter-class alignment where nonisometric deformations exist. Here we propose to rethink this task and use unrolling concepts on a dual graph structure - one for a forward map and one for a backward map, where the features are pulled back matching probabilities from the target into the source. We report state of the art results on stretchable domains alignment in a rapid and stable solution for meshes and cloud of points.

cs.CV↗

Reducing ReLU Count for Privacy-Preserving CNN Speedup

Privacy-Preserving Machine Learning algorithms must balance classification accuracy with data privacy. This can be done using a combination of cryptographic and machine learning tools such as Convolutional Neural Networks (CNN). CNNs typically consist of two types of operations: a convolutional or linear layer, followed by a non-linear function such as ReLU. Each of these types can be implemented efficiently using a different cryptographic tool. But these tools require different representations and switching between them is time-consuming and expensive. Recent research suggests that ReLU is responsible for most of the communication bandwidth. ReLU is usually applied at each pixel (or activation) location, which is quite expensive. We propose to share ReLU operations. Specifically, the ReLU decision of one activation can be used by others, and we explore different ways to group activations and different ways to determine the ReLU for such a group of activations. Experiments on several datasets reveal that we can cut the number of ReLU operations by up to three orders of magnitude and, as a result, cut the communication bandwidth by more than 50%.

cs.CV↗

Rethinking FUN: Frequency-Domain Utilization Networks

The search for efficient neural network architectures has gained much focus in recent years, where modern architectures focus not only on accuracy but also on inference time and model size. Here, we present FUN, a family of novel Frequency-domain Utilization Networks. These networks utilize the inherent efficiency of the frequency-domain by working directly in that domain, represented with the Discrete Cosine Transform. Using modern techniques and building blocks such as compound-scaling and inverted-residual layers we generate a set of such networks allowing one to balance between size, latency and accuracy while outperforming competing RGB-based models. Extensive evaluations verifies that our networks present strong alternatives to previous approaches. Moreover, we show that working in frequency domain allows for dynamic compression of the input at inference time without any explicit change to the architecture.

cs.CV↗

The Resistance to Label Noise in K-NN and DNN Depends on its Concentration

We investigate the classification performance of K-nearest neighbors (K-NN) and deep neural networks (DNNs) in the presence of label noise. We first show empirically that a DNN's prediction for a given test example depends on the labels of the training examples in its local neighborhood. This motivates us to derive a realizable analytic expression that approximates the multi-class K-NN classification error in the presence of label noise, which is of independent importance. We then suggest that the expression for K-NN may serve as a first-order approximation for the DNN error. Finally, we demonstrate empirically the proximity of the developed expression to the observed performance of K-NN and DNN classifiers. Our result may explain the already observed surprising resistance of DNN to some types of label noise. It also characterizes an important factor of it showing that the more concentrated the noise the greater is the degradation in performance.

cs.LG↗

Best Buddies Registration for Point Clouds

We propose new, and robust, loss functions for the point cloud registration problem. Our loss functions are inspired by the Best Buddies Similarity (BBS) measure that counts the number of mutual nearest neighbors between two point sets. This measure has been shown to be robust to outliers and missing data in the case of template matching for images. We present several algorithms, collectively named Best Buddy Registration (BBR), where each algorithm consists of optimizing one of these loss functions with Adam gradient descent. The loss functions differ in several ways, including the distance function used (point-to-point vs. point-to-plane), and how the BBS measure is combined with the actual distances between pairs of points. Experiments on various data sets, both synthetic and real, demonstrate the effectiveness of the BBR algorithms, showing that they are quite robust to noise, outliers, and distractors, and cope well with extremely sparse point clouds. One variant, BBR-F, achieves state-of-the-art accuracy in the registration of automotive lidar scans taken up to several seconds apart, from the KITTI and Apollo-Southbay datasets.

cs.CV↗

Deep Image Compression using Decoder Side Information

We present a Deep Image Compression neural network that relies on side information, which is only available to the decoder. We base our algorithm on the assumption that the image available to the encoder and the image available to the decoder are correlated, and we let the network learn these correlations in the training phase. Then, at run time, the encoder side encodes the input image without knowing anything about the decoder side image and sends it to the decoder. The decoder then uses the encoded input image and the side information image to reconstruct the original image. This problem is known as Distributed Source Coding in Information Theory, and we discuss several use cases for this technology. We compare our algorithm to several image compression algorithms and show that adding decoder-only side information does indeed improve results. Our code is publicly available at https://github.com/ayziksha/DSIN.

cs.CV↗

Co-occurrence Based Texture Synthesis

As image generation techniques mature, there is a growing interest in explainable representations that are easy to understand and intuitive to manipulate. In this work, we turn to co-occurrence statistics, which have long been used for texture analysis, to learn a controllable texture synthesis model. We propose a fully convolutional generative adversarial network, conditioned locally on co-occurrence statistics, to generate arbitrarily large images while having local, interpretable control over the texture appearance. To encourage fidelity to the input condition, we introduce a novel differentiable co-occurrence loss that is integrated seamlessly into our framework in an end-to-end fashion. We demonstrate that our solution offers a stable, intuitive and interpretable latent representation for texture synthesis, which can be used to generate a smooth texture morph between different textures. We further show an interactive texture tool that allows a user to adjust local characteristics of the synthesized texture image using the co-occurrence values directly.

cs.CV↗

Graph Embedded Pose Clustering for Anomaly Detection

We propose a new method for anomaly detection of human actions. Our method works directly on human pose graphs that can be computed from an input video sequence. This makes the analysis independent of nuisance parameters such as viewpoint or illumination. We map these graphs to a latent space and cluster them. Each action is then represented by its soft-assignment to each of the clusters. This gives a kind of "bag of words" representation to the data, where every action is represented by its similarity to a group of base action-words. Then, we use a Dirichlet process based mixture, that is useful for handling proportional data such as our soft-assignment vectors, to determine if an action is normal or not. We evaluate our method on two types of data sets. The first is a fine-grained anomaly detection data set (e.g. ShanghaiTech) where we wish to detect unusual variations of some action. The second is a coarse-grained anomaly detection data set (e.g., a Kinetics-based data set) where few actions are considered normal, and every other action should be considered abnormal. Extensive experiments on the benchmarks show that our method performs considerably better than other state of the art methods.

cs.CV↗

SampleNet: Differentiable Point Cloud Sampling

There is a growing number of tasks that work directly on point clouds. As the size of the point cloud grows, so do the computational demands of these tasks. A possible solution is to sample the point cloud first. Classic sampling approaches, such as farthest point sampling (FPS), do not consider the downstream task. A recent work showed that learning a task-specific sampling can improve results significantly. However, the proposed technique did not deal with the non-differentiability of the sampling operation and offered a workaround instead. We introduce a novel differentiable relaxation for point cloud sampling that approximates sampled points as a mixture of points in the primary input cloud. Our approximation scheme leads to consistently good results on classification and geometry reconstruction applications. We also show that the proposed sampling method can be used as a front to a point cloud registration network. This is a challenging task since sampling must be consistent across two different point clouds for a shared downstream task. In all cases, our approach outperforms existing non-learned and learned sampling alternatives. Our code is publicly available at https://github.com/itailang/SampleNet.

cs.CV↗

Proximity Preserving Binary Code using Signed Graph-Cut

We introduce a binary embedding framework, called Proximity Preserving Code (PPC), which learns similarity and dissimilarity between data points to create a compact and affinity-preserving binary code. This code can be used to apply fast and memory-efficient approximation to nearest-neighbor searches. Our framework is flexible, enabling different proximity definitions between data points. In contrast to previous methods that extract binary codes based on unsigned graph partitioning, our system models the attractive and repulsive forces in the data by incorporating positive and negative graph weights. The proposed framework is shown to boil down to finding the minimal cut of a signed graph, a problem known to be NP-hard. We offer an efficient approximation and achieve superior results by constructing the code bit after bit. We show that the proposed approximation is superior to the commonly used spectral methods with respect to both accuracy and complexity. Thus, it is useful for many other problems that can be translated into signed graph cut.

cs.LG↗

CrowdCam: Dynamic Region Segmentation

We consider the problem of segmenting dynamic regions in CrowdCam images, where a dynamic region is the projection of a moving 3D object on the image plane. Quite often, these regions are the most interesting parts of an image. CrowdCam images is a set of images of the same dynamic event, captured by a group of non-collaborating users. Almost every event of interest today is captured this way. This new type of images raises the need to develop new algorithms tailored specifically for it. We propose a comprehensive solution to the problem. Our solution combines cues that are based on geometry, appearance and proximity. First, geometric reasoning is used to produce rough score maps that determine, for every pixel, how likely it is to be the projection of a static or dynamic scene point. These maps are noisy because CrowdCam images are usually few and far apart both in space and in time. Then, we use similarity in appearance space and proximity in the image plane to encourage neighboring pixels to be labeled similarly as either static or dynamic. We collected a new, and challenging, data set to evaluate our algorithm. Results show that the success score of our algorithm is nearly double that of the current state of the art approach.

cs.CV↗

Learn Stereo, Infer Mono: Siamese Networks for Self-Supervised, Monocular, Depth Estimation

The field of self-supervised monocular depth estimation has seen huge advancements in recent years. Most methods assume stereo data is available during training but usually under-utilize it and only treat it as a reference signal. We propose a novel self-supervised approach which uses both left and right images equally during training, but can still be used with a single input image at test time, for monocular depth estimation. Our Siamese network architecture consists of two, twin networks, each learns to predict a disparity map from a single image. At test time, however, only one of these networks is used in order to infer depth. We show state-of-the-art results on the standard KITTI Eigen split benchmark as well as being the highest scoring self-supervised method on the new KITTI single view benchmark. To demonstrate the ability of our method to generalize to new data sets, we further provide results on the Make3D benchmark, which was not used during training.

cs.CV↗

Learning to Sample

Processing large point clouds is a challenging task. Therefore, the data is often sampled to a size that can be processed more easily. The question is how to sample the data? A popular sampling technique is Farthest Point Sampling (FPS). However, FPS is agnostic to a downstream application (classification, retrieval, etc.). The underlying assumption seems to be that minimizing the farthest point distance, as done by FPS, is a good proxy to other objective functions. We show that it is better to learn how to sample. To do that, we propose a deep network to simplify 3D point clouds. The network, termed S-NET, takes a point cloud and produces a smaller point cloud that is optimized for a particular task. The simplified point cloud is not guaranteed to be a subset of the original point cloud. Therefore, we match it to a subset of the original points in a post-processing step. We contrast our approach with FPS by experimenting on two standard data sets and show significantly better results for a variety of applications. Our code is publicly available at: https://github.com/orendv/learning_to_sample

cs.CV↗

Underwater Single Image Color Restoration Using Haze-Lines and a New Quantitative Dataset

Underwater images suffer from color distortion and low contrast, because light is attenuated while it propagates through water. Attenuation under water varies with wavelength, unlike terrestrial images where attenuation is assumed to be spectrally uniform. The attenuation depends both on the water body and the 3D structure of the scene, making color restoration difficult. Unlike existing single underwater image enhancement techniques, our method takes into account multiple spectral profiles of different water types. By estimating just two additional global parameters: the attenuation ratios of the blue-red and blue-green color channels, the problem is reduced to single image dehazing, where all color channels have the same attenuation coefficients. Since the water type is unknown, we evaluate different parameters out of an existing library of water types. Each type leads to a different restored image and the best result is automatically chosen based on color distribution. We collected a dataset of images taken in different locations with varying water properties, showing color charts in the scenes. Moreover, to obtain ground truth, the 3D structure of the scene was calculated based on stereo imaging. This dataset enables a quantitative evaluation of restoration algorithms on natural images and shows the advantage of our method.

cs.CV↗

Co-occurrence Filter

Co-occurrence Filter (CoF) is a boundary preserving filter. It is based on the Bilateral Filter (BF) but instead of using a Gaussian on the range values to preserve edges it relies on a co-occurrence matrix. Pixel values that co-occur frequently in the image (i.e., inside textured regions) will have a high weight in the co-occurrence matrix. This, in turn, means that such pixel pairs will be averaged and hence smoothed, regardless of their intensity differences. On the other hand, pixel values that rarely co-occur (i.e., across texture boundaries) will have a low weight in the co-occurrence matrix. As a result, they will not be averaged and the boundary between them will be preserved. The CoF therefore extends the BF to deal with boundaries, not just edges. It learns co-occurrences directly from the image. We can achieve various filtering results by directing it to learn the co-occurrence matrix from a part of the image, or a different image. We give the definition of the filter, discuss how to use it with color images and show several use cases.

cs.CV↗