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Stéphane Lathuilière

Publications and source records attributed to Stéphane Lathuilière.

At least 55 records · Page 3Linked to original sources

Online Unsupervised Domain Adaptation for Person Re-identification

Unsupervised domain adaptation for person re-identification (Person Re-ID) is the task of transferring the learned knowledge on the labeled source domain to the unlabeled target domain. Most of the recent papers that address this problem adopt an offline training setting. More precisely, the training of the Re-ID model is done assuming that we have access to the complete training target domain data set. In this paper, we argue that the target domain generally consists of a stream of data in a practical real-world application, where data is continuously increasing from the different network's cameras. The Re-ID solutions are also constrained by confidentiality regulations stating that the collected data can be stored for only a limited period, hence the model can no longer get access to previously seen target images. Therefore, we present a new yet practical online setting for Unsupervised Domain Adaptation for person Re-ID with two main constraints: Online Adaptation and Privacy Protection. We then adapt and evaluate the state-of-the-art UDA algorithms on this new online setting using the well-known Market-1501, Duke, and MSMT17 benchmarks.

cs.CV↗

Playable Environments: Video Manipulation in Space and Time

We present Playable Environments - a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a video by providing a sequence of desired actions. The actions are learnt in an unsupervised manner. The camera can be controlled to get the desired viewpoint. Our method builds an environment state for each frame, which can be manipulated by our proposed action module and decoded back to the image space with volumetric rendering. To support diverse appearances of objects, we extend neural radiance fields with style-based modulation. Our method trains on a collection of various monocular videos requiring only the estimated camera parameters and 2D object locations. To set a challenging benchmark, we introduce two large scale video datasets with significant camera movements. As evidenced by our experiments, playable environments enable several creative applications not attainable by prior video synthesis works, including playable 3D video generation, stylization and manipulation. Further details, code and examples are available at https://willi-menapace.github.io/playable-environments-website

cs.CV↗

Online Continual Learning under Extreme Memory Constraints

Continual Learning (CL) aims to develop agents emulating the human ability to sequentially learn new tasks while being able to retain knowledge obtained from past experiences. In this paper, we introduce the novel problem of Memory-Constrained Online Continual Learning (MC-OCL) which imposes strict constraints on the memory overhead that a possible algorithm can use to avoid catastrophic forgetting. As most, if not all, previous CL methods violate these constraints, we propose an algorithmic solution to MC-OCL: Batch-level Distillation (BLD), a regularization-based CL approach, which effectively balances stability and plasticity in order to learn from data streams, while preserving the ability to solve old tasks through distillation. Our extensive experimental evaluation, conducted on three publicly available benchmarks, empirically demonstrates that our approach successfully addresses the MC-OCL problem and achieves comparable accuracy to prior distillation methods requiring higher memory overhead.

cs.CV↗

A Unified Objective for Novel Class Discovery

In this paper, we study the problem of Novel Class Discovery (NCD). NCD aims at inferring novel object categories in an unlabeled set by leveraging from prior knowledge of a labeled set containing different, but related classes. Existing approaches tackle this problem by considering multiple objective functions, usually involving specialized loss terms for the labeled and the unlabeled samples respectively, and often requiring auxiliary regularization terms. In this paper, we depart from this traditional scheme and introduce a UNified Objective function (UNO) for discovering novel classes, with the explicit purpose of favoring synergy between supervised and unsupervised learning. Using a multi-view self-labeling strategy, we generate pseudo-labels that can be treated homogeneously with ground truth labels. This leads to a single classification objective operating on both known and unknown classes. Despite its simplicity, UNO outperforms the state of the art by a significant margin on several benchmarks (~+10% on CIFAR-100 and +8% on ImageNet). The project page is available at: https://ncd-uno.github.io.

cs.CV↗

Click to Move: Controlling Video Generation with Sparse Motion

This paper introduces Click to Move (C2M), a novel framework for video generation where the user can control the motion of the synthesized video through mouse clicks specifying simple object trajectories of the key objects in the scene. Our model receives as input an initial frame, its corresponding segmentation map and the sparse motion vectors encoding the input provided by the user. It outputs a plausible video sequence starting from the given frame and with a motion that is consistent with user input. Notably, our proposed deep architecture incorporates a Graph Convolution Network (GCN) modelling the movements of all the objects in the scene in a holistic manner and effectively combining the sparse user motion information and image features. Experimental results show that C2M outperforms existing methods on two publicly available datasets, thus demonstrating the effectiveness of our GCN framework at modelling object interactions. The source code is publicly available at https://github.com/PierfrancescoArdino/C2M.

cs.CV↗

HEMP: High-order Entropy Minimization for neural network comPression

We formulate the entropy of a quantized artificial neural network as a differentiable function that can be plugged as a regularization term into the cost function minimized by gradient descent. Our formulation scales efficiently beyond the first order and is agnostic of the quantization scheme. The network can then be trained to minimize the entropy of the quantized parameters, so that they can be optimally compressed via entropy coding. We experiment with our entropy formulation at quantizing and compressing well-known network architectures over multiple datasets. Our approach compares favorably over similar methods, enjoying the benefits of higher order entropy estimate, showing flexibility towards non-uniform quantization (we use Lloyd-max quantization), scalability towards any entropy order to be minimized and efficiency in terms of compression. We show that HEMP is able to work in synergy with other approaches aiming at pruning or quantizing the model itself, delivering significant benefits in terms of storage size compressibility without harming the model's performance.

cs.LG↗

Playable Video Generation

This paper introduces the unsupervised learning problem of playable video generation (PVG). In PVG, we aim at allowing a user to control the generated video by selecting a discrete action at every time step as when playing a video game. The difficulty of the task lies both in learning semantically consistent actions and in generating realistic videos conditioned on the user input. We propose a novel framework for PVG that is trained in a self-supervised manner on a large dataset of unlabelled videos. We employ an encoder-decoder architecture where the predicted action labels act as bottleneck. The network is constrained to learn a rich action space using, as main driving loss, a reconstruction loss on the generated video. We demonstrate the effectiveness of the proposed approach on several datasets with wide environment variety. Further details, code and examples are available on our project page willi-menapace.github.io/playable-video-generation-website.

cs.CV↗

Multi-Domain Image-to-Image Translation with Adaptive Inference Graph

In this work, we address the problem of multi-domain image-to-image translation with particular attention paid to computational cost. In particular, current state of the art models require a large and deep model in order to handle the visual diversity of multiple domains. In a context of limited computational resources, increasing the network size may not be possible. Therefore, we propose to increase the network capacity by using an adaptive graph structure. At inference time, the network estimates its own graph by selecting specific sub-networks. Sub-network selection is implemented using Gumbel-Softmax in order to allow end-to-end training. This approach leads to an adjustable increase in number of parameters while preserving an almost constant computational cost. Our evaluation on two publicly available datasets of facial and painting images shows that our adaptive strategy generates better images with fewer artifacts than literature methods

cs.CV↗

Budget-Aware Adapters for Multi-Domain Learning

Multi-Domain Learning (MDL) refers to the problem of learning a set of models derived from a common deep architecture, each one specialized to perform a task in a certain domain (e.g., photos, sketches, paintings). This paper tackles MDL with a particular interest in obtaining domain-specific models with an adjustable budget in terms of the number of network parameters and computational complexity. Our intuition is that, as in real applications the number of domains and tasks can be very large, an effective MDL approach should not only focus on accuracy but also on having as few parameters as possible. To implement this idea we derive specialized deep models for each domain by adapting a pre-trained architecture but, differently from other methods, we propose a novel strategy to automatically adjust the computational complexity of the network. To this aim, we introduce Budget-Aware Adapters that select the most relevant feature channels to better handle data from a novel domain. Some constraints on the number of active switches are imposed in order to obtain a network respecting the desired complexity budget. Experimentally, we show that our approach leads to recognition accuracy competitive with state-of-the-art approaches but with much lighter networks both in terms of storage and computation.

cs.CV↗

Ultra-low bitrate video conferencing using deep image animation

In this work we propose a novel deep learning approach for ultra-low bitrate video compression for video conferencing applications. To address the shortcomings of current video compression paradigms when the available bandwidth is extremely limited, we adopt a model-based approach that employs deep neural networks to encode motion information as keypoint displacement and reconstruct the video signal at the decoder side. The overall system is trained in an end-to-end fashion minimizing a reconstruction error on the encoder output. Objective and subjective quality evaluation experiments demonstrate that the proposed approach provides an average bitrate reduction for the same visual quality of more than 80% compared to HEVC.

cs.CV↗

Learning Visual Voice Activity Detection with an Automatically Annotated Dataset

Visual voice activity detection (V-VAD) uses visual features to predict whether a person is speaking or not. V-VAD is useful whenever audio VAD (A-VAD) is inefficient either because the acoustic signal is difficult to analyze or because it is simply missing. We propose two deep architectures for V-VAD, one based on facial landmarks and one based on optical flow. Moreover, available datasets, used for learning and for testing V-VAD, lack content variability. We introduce a novel methodology to automatically create and annotate very large datasets in-the-wild -- WildVVAD -- based on combining A-VAD with face detection and tracking. A thorough empirical evaluation shows the advantage of training the proposed deep V-VAD models with this dataset.

cs.CV↗

First Order Motion Model for Image Animation

Image animation consists of generating a video sequence so that an object in a source image is animated according to the motion of a driving video. Our framework addresses this problem without using any annotation or prior information about the specific object to animate. Once trained on a set of videos depicting objects of the same category (e.g. faces, human bodies), our method can be applied to any object of this class. To achieve this, we decouple appearance and motion information using a self-supervised formulation. To support complex motions, we use a representation consisting of a set of learned keypoints along with their local affine transformations. A generator network models occlusions arising during target motions and combines the appearance extracted from the source image and the motion derived from the driving video. Our framework scores best on diverse benchmarks and on a variety of object categories. Our source code is publicly available.

cs.CV↗

A Comprehensive Analysis of Deep Regression

Deep learning revolutionized data science, and recently its popularity has grown exponentially, as did the amount of papers employing deep networks. Vision tasks, such as human pose estimation, did not escape from this trend. There is a large number of deep models, where small changes in the network architecture, or in the data pre-processing, together with the stochastic nature of the optimization procedures, produce notably different results, making extremely difficult to sift methods that significantly outperform others. This situation motivates the current study, in which we perform a systematic evaluation and statistical analysis of vanilla deep regression, i.e. convolutional neural networks with a linear regression top layer. This is the first comprehensive analysis of deep regression techniques. We perform experiments on four vision problems, and report confidence intervals for the median performance as well as the statistical significance of the results, if any. Surprisingly, the variability due to different data pre-processing procedures generally eclipses the variability due to modifications in the network architecture. Our results reinforce the hypothesis according to which, in general, a general-purpose network (e.g. VGG-16 or ResNet-50) adequately tuned can yield results close to the state-of-the-art without having to resort to more complex and ad-hoc regression models.

cs.CV↗

DR2S : Deep Regression with Region Selection for Camera Quality Evaluation

In this work, we tackle the problem of estimating a camera capability to preserve fine texture details at a given lighting condition. Importantly, our texture preservation measurement should coincide with human perception. Consequently, we formulate our problem as a regression one and we introduce a deep convolutional network to estimate texture quality score. At training time, we use ground-truth quality scores provided by expert human annotators in order to obtain a subjective quality measure. In addition, we propose a region selection method to identify the image regions that are better suited at measuring perceptual quality. Finally, our experimental evaluation shows that our learning-based approach outperforms existing methods and that our region selection algorithm consistently improves the quality estimation.

cs.CV↗

Learning to Cluster under Domain Shift

While unsupervised domain adaptation methods based on deep architectures have achieved remarkable success in many computer vision tasks, they rely on a strong assumption, i.e. labeled source data must be available. In this work we overcome this assumption and we address the problem of transferring knowledge from a source to a target domain when both source and target data have no annotations. Inspired by recent works on deep clustering, our approach leverages information from data gathered from multiple source domains to build a domain-agnostic clustering model which is then refined at inference time when target data become available. Specifically, at training time we propose to optimize a novel information-theoretic loss which, coupled with domain-alignment layers, ensures that our model learns to correctly discover semantic labels while discarding domain-specific features. Importantly, our architecture design ensures that at inference time the resulting source model can be effectively adapted to the target domain without having access to source data, thanks to feature alignment and self-supervision. We evaluate the proposed approach in a variety of settings, considering several domain adaptation benchmarks and we show that our method is able to automatically discover relevant semantic information even in presence of few target samples and yields state-of-the-art results on multiple domain adaptation benchmarks.

cs.CV↗

Motion-supervised Co-Part Segmentation

Recent co-part segmentation methods mostly operate in a supervised learning setting, which requires a large amount of annotated data for training. To overcome this limitation, we propose a self-supervised deep learning method for co-part segmentation. Differently from previous works, our approach develops the idea that motion information inferred from videos can be leveraged to discover meaningful object parts. To this end, our method relies on pairs of frames sampled from the same video. The network learns to predict part segments together with a representation of the motion between two frames, which permits reconstruction of the target image. Through extensive experimental evaluation on publicly available video sequences we demonstrate that our approach can produce improved segmentation maps with respect to previous self-supervised co-part segmentation approaches.

cs.CV↗

Appearance and Pose-Conditioned Human Image Generation using Deformable GANs

In this paper, we address the problem of generating person images conditioned on both pose and appearance information. Specifically, given an image xa of a person and a target pose P(xb), extracted from a different image xb, we synthesize a new image of that person in pose P(xb), while preserving the visual details in xa. In order to deal with pixel-to-pixel misalignments caused by the pose differences between P(xa) and P(xb), we introduce deformable skip connections in the generator of our Generative Adversarial Network. Moreover, a nearest-neighbour loss is proposed instead of the common L1 and L2 losses in order to match the details of the generated image with the target image. Quantitative and qualitative results, using common datasets and protocols recently proposed for this task, show that our approach is competitive with respect to the state of the art. Moreover, we conduct an extensive evaluation using off-the-shell person re-identification (Re-ID) systems trained with person-generation based augmented data, which is one of the main important applications for this task. Our experiments show that our Deformable GANs can significantly boost the Re-ID accuracy and are even better than data-augmentation methods specifically trained using Re-ID losses.

cs.CV↗

Progressive Fusion for Unsupervised Binocular Depth Estimation using Cycled Networks

Recent deep monocular depth estimation approaches based on supervised regression have achieved remarkable performance. However, they require costly ground truth annotations during training. To cope with this issue, in this paper we present a novel unsupervised deep learning approach for predicting depth maps. We introduce a new network architecture, named Progressive Fusion Network (PFN), that is specifically designed for binocular stereo depth estimation. This network is based on a multi-scale refinement strategy that combines the information provided by both stereo views. In addition, we propose to stack twice this network in order to form a cycle. This cycle approach can be interpreted as a form of data-augmentation since, at training time, the network learns both from the training set images (in the forward half-cycle) but also from the synthesized images (in the backward half-cycle). The architecture is jointly trained with adversarial learning. Extensive experiments on the publicly available datasets KITTI, Cityscapes and ApolloScape demonstrate the effectiveness of the proposed model which is competitive with other unsupervised deep learning methods for depth prediction.

cs.CV↗