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Shigeo Morishima

Publications and source records attributed to Shigeo Morishima.

At least 19 recordsLinked to original sources

Do Music Foundation Models Embed Pitch in Helical Structure?

This study analyzes the intermediate representations of music foundation models (MFMs) and reports the geometric structures used to represent pitch information. By inputting isolated musical notes into trained MFMs and analyzing their principal components, we reveal that the representations form a helical structure reflecting the octave periodicity of pitch. Furthermore, we show that the clarity and geometry of this helical structure vary not only across models but also with the acoustic properties of the input signals. Our analysis provides a novel approach for clarifying the internal mechanisms of MFMs.

cs.SD

CSS-BA: Gate-Guided Column Space Search for Bundle Adjustment

Bundle adjustment (BA) remains a critical refinement module for image-based 3D reconstruction and continues to improve geometric accuracy even in learning-based pipelines. However, in low-parallax and near-rotational regimes, classical Schur-based Levenberg--Marquardt (LM) often becomes ill-conditioned and yields unreliable pose and calibration estimates. We propose Gate-Guided CSS-BA, a solver-side modification of Schur-LM that preserves the classical BA objective and trust-region framework while constraining each update to a geometrically informed low-dimensional subspace. By integrating Column Space Search (CSS) with geometry-aware gating, the method stabilizes the Schur-LM update without altering the estimation problem. In contrast to keyframe or state-selection approaches, all camera and point parameters remain in the optimization problem; only the update direction is restricted. The method serves as a drop-in replacement for existing BA pipelines. Experiments on both generic and challenging weak-geometry scenarios show more stable optimization, improved relative pose accuracy, and competitive calibration behavior while maintaining reprojection quality.

cs.CV

Feed-forward Motion In-betweening for Any 4D

4D dynamics (3D geometry evolving over time) is a fundamental representation of the physical world and plays a crucial role in world modeling (e.g., animation and games). Owing to the scarcity of large-scale, long-horizon 4D mesh data with arbitrary shapes, early text-to-4D methods rely on distillation or test-time optimization from video diffusion priors, making inference prohibitively slow. Recent feed-forward generators greatly reduce inference cost but offer limited spatiotemporal controllability, and short-horizon generation often leads to error accumulation in long-horizon sequences. We propose a novel feed-forward in-betweening framework for arbitrary 4D meshes with keyframe conditioning. Building on universal mesh-animation latents, we introduce a frame-wise mesh VAE that encodes each frame into topology-agnostic latent tokens anchored by a reference mesh for keyframe conditioning. We further introduce a keyframe-conditioned rectified flow model with an MMDiT backbone that synthesizes non-keyframe frames conditioned on sparse keyframes. Experiments show strong performance and improved controllability on both DyMesh16 and DyMesh32 benchmarks.

cs.CV

Non-Rigid 3D Shape Correspondences: From Foundations to Open Challenges and Opportunities

Estimating correspondences between deformed shape instances is a long-standing problem in computer graphics; numerous applications, from texture transfer to statistical modelling, rely on recovering an accurate correspondence map. Many methods have thus been proposed to tackle this challenging problem from varying perspectives, depending on the downstream application. This state-of-the-art report is geared towards researchers, practitioners, and students seeking to understand recent trends and advances in the field. We categorise developments into three paradigms: spectral methods based on functional maps, combinatorial formulations that impose discrete constraints, and deformation-based methods that directly recover a global alignment. Each school of thought offers different advantages and disadvantages, which we discuss throughout the report. Meanwhile, we highlight the latest developments in each area and suggest new potential research directions. Finally, we provide an overview of emerging challenges and opportunities in this growing field, including the recent use of vision foundation models for zero-shot correspondence and the particularly challenging task of matching partial shapes.

cs.GR

Cross-lingual Data Selection Using Clip-level Acoustic Similarity for Enhancing Low-resource Automatic Speech Recognition

This paper presents a novel donor data selection method to enhance low-resource automatic speech recognition (ASR). While ASR performs well in high-resource languages, its accuracy declines in low-resource settings due to limited training data. A common solution is to leverage multilingual self-supervised learning (SSL) models with donor languages. However, existing methods rely on language-level similarity, overlooking clip-level variations. To address this limitation, we propose clip-wise acoustic token distribution similarity (CATDS), a fine-grained selection method that identifies acoustically relevant donor clips for better alignment with the target language. Unlike existing clip-level selection methods, our method aligns with the representation of SSL models and offers more challenging yet valuable samples. Experimental results show that CATDS outperforms traditional selection methods and can even utilize donor languages previously considered detrimental.

eess.AS

Geometric Visual Fusion Graph Neural Networks for Multi-Person Human-Object Interaction Recognition in Videos

Human-Object Interaction (HOI) recognition in videos requires understanding both visual patterns and geometric relationships as they evolve over time. Visual and geometric features offer complementary strengths. Visual features capture appearance context, while geometric features provide structural patterns. Effectively fusing these multimodal features without compromising their unique characteristics remains challenging. We observe that establishing robust, entity-specific representations before modeling interactions helps preserve the strengths of each modality. Therefore, we hypothesize that a bottom-up approach is crucial for effective multimodal fusion. Following this insight, we propose the Geometric Visual Fusion Graph Neural Network (GeoVis-GNN), which uses dual-attention feature fusion combined with interdependent entity graph learning. It progressively builds from entity-specific representations toward high-level interaction understanding. To advance HOI recognition to real-world scenarios, we introduce the Concurrent Partial Interaction Dataset (MPHOI-120). It captures dynamic multi-person interactions involving concurrent actions and partial engagement. This dataset helps address challenges like complex human-object dynamics and mutual occlusions. Extensive experiments demonstrate the effectiveness of our method across various HOI scenarios. These scenarios include two-person interactions, single-person activities, bimanual manipulations, and complex concurrent partial interactions. Our method achieves state-of-the-art performance.

cs.CV

WanderGuide: Indoor Map-less Robotic Guide for Exploration by Blind People

Blind people have limited opportunities to explore an environment based on their interests. While existing navigation systems could provide them with surrounding information while navigating, they have limited scalability as they require preparing prebuilt maps. Thus, to develop a map-less robot that assists blind people in exploring, we first conducted a study with ten blind participants at a shopping mall and science museum to investigate the requirements of the system, which revealed the need for three levels of detail to describe the surroundings based on users' preferences. Then, we developed WanderGuide, with functionalities that allow users to adjust the level of detail in descriptions and verbally interact with the system to ask questions about the environment or to go to points of interest. The study with five blind participants revealed that WanderGuide could provide blind people with the enjoyable experience of wandering around without a specific destination in their minds.

cs.HC

Understanding and Supporting Formal Email Exchange by Answering AI-Generated Questions

Replying to formal emails is time-consuming and cognitively demanding, as it requires crafting polite phrasing and providing an adequate response to the sender's demands. Although systems with Large Language Models (LLMs) were designed to simplify the email replying process, users still need to provide detailed prompts to obtain the expected output. Therefore, we proposed and evaluated an LLM-powered question-and-answer (QA)-based approach for users to reply to emails by answering a set of simple and short questions generated from the incoming email. We developed a prototype system, ResQ, and conducted controlled and field experiments with 12 and 8 participants. Our results demonstrated that the QA-based approach improves the efficiency of replying to emails and reduces workload while maintaining email quality, compared to a conventional prompt-based approach that requires users to craft appropriate prompts to obtain email drafts. We discuss how the QA-based approach influences the email reply process and interpersonal relationship dynamics, as well as the opportunities and challenges associated with using a QA-based approach in AI-mediated communication.

cs.HC

SyncViolinist: Music-Oriented Violin Motion Generation Based on Bowing and Fingering

Automatically generating realistic musical performance motion can greatly enhance digital media production, often involving collaboration between professionals and musicians. However, capturing the intricate body, hand, and finger movements required for accurate musical performances is challenging. Existing methods often fall short due to the complex mapping between audio and motion, typically requiring additional inputs like scores or MIDI data. In this work, we present SyncViolinist, a multi-stage end-to-end framework that generates synchronized violin performance motion solely from audio input. Our method overcomes the challenge of capturing both global and fine-grained performance features through two key modules: a bowing/fingering module and a motion generation module. The bowing/fingering module extracts detailed playing information from the audio, which the motion generation module uses to create precise, coordinated body motions reflecting the temporal granularity and nature of the violin performance. We demonstrate the effectiveness of SyncViolinist with significantly improved qualitative and quantitative results from unseen violin performance audio, outperforming state-of-the-art methods. Extensive subjective evaluations involving professional violinists further validate our approach. The code and dataset are available at https://github.com/Kakanat/SyncViolinist.

cs.GR

Detect Fake with Fake: Leveraging Synthetic Data-driven Representation for Synthetic Image Detection

Are general-purpose visual representations acquired solely from synthetic data useful for detecting fake images? In this work, we show the effectiveness of synthetic data-driven representations for synthetic image detection. Upon analysis, we find that vision transformers trained by the latest visual representation learners with synthetic data can effectively distinguish fake from real images without seeing any real images during pre-training. Notably, using SynCLR as the backbone in a state-of-the-art detection method demonstrates a performance improvement of +10.32 mAP and +4.73% accuracy over the widely used CLIP, when tested on previously unseen GAN models. Code is available at https://github.com/cvpaperchallenge/detect-fake-with-fake.

cs.CV

Monte Carlo Path Tracing and Statistical Event Detection for Event Camera Simulation

This paper presents a novel event camera simulation system fully based on physically based Monte Carlo path tracing with adaptive path sampling. The adaptive sampling performed in the proposed method is based on a statistical technique, hypothesis testing for the hypothesis whether the difference of logarithmic luminances at two distant periods is significantly larger than a predefined event threshold. To this end, our rendering system collects logarithmic luminances rather than raw luminance in contrast to the conventional rendering system imitating conventional RGB cameras. Then, based on the central limit theorem, we reasonably assume that the distribution of the population mean of logarithmic luminance can be modeled as a normal distribution, allowing us to model the distribution of the difference of logarithmic luminance as a normal distribution. Then, using Student's t-test, we can test the hypothesis and determine whether to discard the null hypothesis for event non-occurrence. When we sample a sufficiently large number of path samples to satisfy the central limit theorem and obtain a clean set of events, our method achieves significant speed up compared to a simple approach of sampling paths uniformly at every pixel. To our knowledge, we are the first to simulate the behavior of event cameras in a physically accurate manner using an adaptive sampling technique in Monte Carlo path tracing, and we believe this study will contribute to the development of computer vision applications using event cameras.

cs.CV

Memory-Maze: Scenario Driven Visual Language Navigation Benchmark for Guiding Blind People

Visual Language Navigation (VLN) powered robots have the potential to guide blind people by understanding route instructions provided by sighted passersby. This capability allows robots to operate in environments often unknown a prior. Existing VLN models are insufficient for the scenario of navigation guidance for blind people, as they need to understand routes described from human memory, which frequently contains stutters, errors, and omissions of details, as opposed to those obtained by thinking out loud, such as in the R2R dataset. However, existing benchmarks do not contain instructions obtained from human memory in natural environments. To this end, we present our benchmark, Memory-Maze, which simulates the scenario of seeking route instructions for guiding blind people. Our benchmark contains a maze-like structured virtual environment and novel route instruction data from human memory. Our analysis demonstrates that instruction data collected from memory was longer and contained more varied wording. We further demonstrate that addressing errors and ambiguities from memory-based instructions is challenging, by evaluating state-of-the-art models alongside our baseline model with modularized perception and controls.

cs.RO

Improving the Gap in Visual Speech Recognition Between Normal and Silent Speech Based on Metric Learning

This paper presents a novel metric learning approach to address the performance gap between normal and silent speech in visual speech recognition (VSR). The difference in lip movements between the two poses a challenge for existing VSR models, which exhibit degraded accuracy when applied to silent speech. To solve this issue and tackle the scarcity of training data for silent speech, we propose to leverage the shared literal content between normal and silent speech and present a metric learning approach based on visemes. Specifically, we aim to map the input of two speech types close to each other in a latent space if they have similar viseme representations. By minimizing the Kullback-Leibler divergence of the predicted viseme probability distributions between and within the two speech types, our model effectively learns and predicts viseme identities. Our evaluation demonstrates that our method improves the accuracy of silent VSR, even when limited training data is available.

eess.AS

Gaze-Driven Sentence Simplification for Language Learners: Enhancing Comprehension and Readability

Language learners should regularly engage in reading challenging materials as part of their study routine. Nevertheless, constantly referring to dictionaries is time-consuming and distracting. This paper presents a novel gaze-driven sentence simplification system designed to enhance reading comprehension while maintaining their focus on the content. Our system incorporates machine learning models tailored to individual learners, combining eye gaze features and linguistic features to assess sentence comprehension. When the system identifies comprehension difficulties, it provides simplified versions by replacing complex vocabulary and grammar with simpler alternatives via GPT-3.5. We conducted an experiment with 19 English learners, collecting data on their eye movements while reading English text. The results demonstrated that our system is capable of accurately estimating sentence-level comprehension. Additionally, we found that GPT-3.5 simplification improved readability in terms of traditional readability metrics and individual word difficulty, paraphrasing across different linguistic levels.

cs.CL

Pointing out Human Answer Mistakes in a Goal-Oriented Visual Dialogue

Effective communication between humans and intelligent agents has promising applications for solving complex problems. One such approach is visual dialogue, which leverages multimodal context to assist humans. However, real-world scenarios occasionally involve human mistakes, which can cause intelligent agents to fail. While most prior research assumes perfect answers from human interlocutors, we focus on a setting where the agent points out unintentional mistakes for the interlocutor to review, better reflecting real-world situations. In this paper, we show that human answer mistakes depend on question type and QA turn in the visual dialogue by analyzing a previously unused data collection of human mistakes. We demonstrate the effectiveness of those factors for the model's accuracy in a pointing-human-mistake task through experiments using a simple MLP model and a Visual Language Model.

cs.CV

Enhancing Perception and Immersion in Pre-Captured Environments through Learning-Based Eye Height Adaptation

Pre-captured immersive environments using omnidirectional cameras provide a wide range of virtual reality applications. Previous research has shown that manipulating the eye height in egocentric virtual environments can significantly affect distance perception and immersion. However, the influence of eye height in pre-captured real environments has received less attention due to the difficulty of altering the perspective after finishing the capture process. To explore this influence, we first propose a pilot study that captures real environments with multiple eye heights and asks participants to judge the egocentric distances and immersion. If a significant influence is confirmed, an effective image-based approach to adapt pre-captured real-world environments to the user's eye height would be desirable. Motivated by the study, we propose a learning-based approach for synthesizing novel views for omnidirectional images with altered eye heights. This approach employs a multitask architecture that learns depth and semantic segmentation in two formats, and generates high-quality depth and semantic segmentation to facilitate the inpainting stage. With the improved omnidirectional-aware layered depth image, our approach synthesizes natural and realistic visuals for eye height adaptation. Quantitative and qualitative evaluation shows favorable results against state-of-the-art methods, and an extensive user study verifies improved perception and immersion for pre-captured real-world environments.

cs.CV

Audio-Visual Speech Enhancement With Selective Off-Screen Speech Extraction

This paper describes an audio-visual speech enhancement (AV-SE) method that estimates from noisy input audio a mixture of the speech of the speaker appearing in an input video (on-screen target speech) and of a selected speaker not appearing in the video (off-screen target speech). Although conventional AV-SE methods have suppressed all off-screen sounds, it is necessary to listen to a specific pre-known speaker's speech (e.g., family member's voice and announcements in stations) in future applications of AV-SE (e.g., hearing aids), even when users' sight does not capture the speaker. To overcome this limitation, we extract a visual clue for the on-screen target speech from the input video and a voiceprint clue for the off-screen one from a pre-recorded speech of the speaker. Two clues from different domains are integrated as an audio-visual clue, and the proposed model directly estimates the target mixture. To improve the estimation accuracy, we introduce a temporal attention mechanism for the voiceprint clue and propose a training strategy called the muting strategy. Experimental results show that our method outperforms a baseline method that uses the state-of-the-art AV-SE and speaker extraction methods individually in terms of estimation accuracy and computational efficiency.

eess.AS

Memory Efficient Diffusion Probabilistic Models via Patch-based Generation

Diffusion probabilistic models have been successful in generating high-quality and diverse images. However, traditional models, whose input and output are high-resolution images, suffer from excessive memory requirements, making them less practical for edge devices. Previous approaches for generative adversarial networks proposed a patch-based method that uses positional encoding and global content information. Nevertheless, designing a patch-based approach for diffusion probabilistic models is non-trivial. In this paper, we resent a diffusion probabilistic model that generates images on a patch-by-patch basis. We propose two conditioning methods for a patch-based generation. First, we propose position-wise conditioning using one-hot representation to ensure patches are in proper positions. Second, we propose Global Content Conditioning (GCC) to ensure patches have coherent content when concatenated together. We evaluate our model qualitatively and quantitatively on CelebA and LSUN bedroom datasets and demonstrate a moderate trade-off between maximum memory consumption and generated image quality. Specifically, when an entire image is divided into 2 x 2 patches, our proposed approach can reduce the maximum memory consumption by half while maintaining comparable image quality.

cs.CV