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Vincent Lepetit

Publications and source records attributed to Vincent Lepetit.

At least 55 records · Page 3Linked to original sources

Few-Shot Object Detection and Viewpoint Estimation for Objects in the Wild

Detecting objects and estimating their viewpoints in images are key tasks of 3D scene understanding. Recent approaches have achieved excellent results on very large benchmarks for object detection and viewpoint estimation. However, performances are still lagging behind for novel object categories with few samples. In this paper, we tackle the problems of few-shot object detection and few-shot viewpoint estimation. We demonstrate on both tasks the benefits of guiding the network prediction with class-representative features extracted from data in different modalities: image patches for object detection, and aligned 3D models for viewpoint estimation. Despite its simplicity, our method outperforms state-of-the-art methods by a large margin on a range of datasets, including PASCAL and COCO for few-shot object detection, and Pascal3D+ and ObjectNet3D for few-shot viewpoint estimation. Furthermore, when the 3D model is not available, we introduce a simple category-agnostic viewpoint estimation method by exploiting geometrical similarities and consistent pose labelling across different classes. While it moderately reduces performance, this approach still obtains better results than previous methods in this setting. Last, for the first time, we tackle the combination of both few-shot tasks, on three challenging benchmarks for viewpoint estimation in the wild, ObjectNet3D, Pascal3D+ and Pix3D, showing very promising results.

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Long-Lived Accurate Keypoints in Event Streams

We present a novel end-to-end approach to keypoint detection and tracking in an event stream that provides better precision and much longer keypoint tracks than previous methods. This is made possible by two contributions working together. First, we propose a simple procedure to generate stable keypoint labels, which we use to train a recurrent architecture. This training data results in detections that are very consistent over time. Moreover, we observe that previous methods for keypoint detection work on a representation (such as the time surface) that integrates events over a period of time. Since this integration is required, we claim it is better to predict the keypoints' trajectories for the time period rather than single locations, as done in previous approaches. We predict these trajectories in the form of a series of heatmaps for the integration time period. This improves the keypoint localization. Our architecture can also be kept very simple, which results in very fast inference times. We demonstrate our approach on the HVGA ATIS Corner dataset as well as "The Event-Camera Dataset and Simulator" dataset, and show it results in keypoint tracks that are three times longer and nearly twice as accurate as the best previous state-of-the-art methods. We believe our approach can be generalized to other event-based camera problems, and we release our source code to encourage other authors to explore it.

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Back to MLP: A Simple Baseline for Human Motion Prediction

This paper tackles the problem of human motion prediction, consisting in forecasting future body poses from historically observed sequences. State-of-the-art approaches provide good results, however, they rely on deep learning architectures of arbitrary complexity, such as Recurrent Neural Networks(RNN), Transformers or Graph Convolutional Networks(GCN), typically requiring multiple training stages and more than 2 million parameters. In this paper, we show that, after combining with a series of standard practices, such as applying Discrete Cosine Transform(DCT), predicting residual displacement of joints and optimizing velocity as an auxiliary loss, a light-weight network based on multi-layer perceptrons(MLPs) with only 0.14 million parameters can surpass the state-of-the-art performance. An exhaustive evaluation on the Human3.6M, AMASS, and 3DPW datasets shows that our method, named siMLPe, consistently outperforms all other approaches. We hope that our simple method could serve as a strong baseline for the community and allow re-thinking of the human motion prediction problem. The code is publicly available at \url{https://github.com/dulucas/siMLPe}.

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PIZZA: A Powerful Image-only Zero-Shot Zero-CAD Approach to 6 DoF Tracking

Estimating the relative pose of a new object without prior knowledge is a hard problem, while it is an ability very much needed in robotics and Augmented Reality. We present a method for tracking the 6D motion of objects in RGB video sequences when neither the training images nor the 3D geometry of the objects are available. In contrast to previous works, our method can therefore consider unknown objects in open world instantly, without requiring any prior information or a specific training phase. We consider two architectures, one based on two frames, and the other relying on a Transformer Encoder, which can exploit an arbitrary number of past frames. We train our architectures using only synthetic renderings with domain randomization. Our results on challenging datasets are on par with previous works that require much more information (training images of the target objects, 3D models, and/or depth data). Our source code is available at https://github.com/nv-nguyen/pizza

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MonteBoxFinder: Detecting and Filtering Primitives to Fit a Noisy Point Cloud

We present MonteBoxFinder, a method that, given a noisy input point cloud, fits cuboids to the input scene. Our primary contribution is a discrete optimization algorithm that, from a dense set of initially detected cuboids, is able to efficiently filter good boxes from the noisy ones. Inspired by recent applications of MCTS to scene understanding problems, we develop a stochastic algorithm that is, by design, more efficient for our task. Indeed, the quality of a fit for a cuboid arrangement is invariant to the order in which the cuboids are added into the scene. We develop several search baselines for our problem and demonstrate, on the ScanNet dataset, that our approach is more efficient and precise. Finally, we strongly believe that our core algorithm is very general and that it could be extended to many other problems in 3D scene understanding.

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MCTS with Refinement for Proposals Selection Games in Scene Understanding

We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our method jointly selects and optimizes proposals that minimize the objective term. In our first application for floor plan reconstruction from point clouds, our method selects and refines the room proposals, modelled as 2D polygons, by optimizing on an objective function combining the fitness as predicted by a deep network and regularizing terms on the room shapes. We also introduce a novel differentiable method for rendering the polygonal shapes of these proposals. Our evaluations on the recent and challenging Structured3D and Floor-SP datasets show significant improvements over the state-of-the-art, without imposing hard constraints nor assumptions on the floor plan configurations. In our second application, we extend our approach to reconstruct general 3D room layouts from a color image and obtain accurate room layouts. We also show that our differentiable renderer can easily be extended for rendering 3D planar polygons and polygon embeddings. Our method shows high performance on the Matterport3D-Layout dataset, without introducing hard constraints on room layout configurations.

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Keypoint Transformer: Solving Joint Identification in Challenging Hands and Object Interactions for Accurate 3D Pose Estimation

We propose a robust and accurate method for estimating the 3D poses of two hands in close interaction from a single color image. This is a very challenging problem, as large occlusions and many confusions between the joints may happen. State-of-the-art methods solve this problem by regressing a heatmap for each joint, which requires solving two problems simultaneously: localizing the joints and recognizing them. In this work, we propose to separate these tasks by relying on a CNN to first localize joints as 2D keypoints, and on self-attention between the CNN features at these keypoints to associate them with the corresponding hand joint. The resulting architecture, which we call "Keypoint Transformer", is highly efficient as it achieves state-of-the-art performance with roughly half the number of model parameters on the InterHand2.6M dataset. We also show it can be easily extended to estimate the 3D pose of an object manipulated by one or two hands with high performance. Moreover, we created a new dataset of more than 75,000 images of two hands manipulating an object fully annotated in 3D and will make it publicly available.

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Templates for 3D Object Pose Estimation Revisited: Generalization to New Objects and Robustness to Occlusions

We present a method that can recognize new objects and estimate their 3D pose in RGB images even under partial occlusions. Our method requires neither a training phase on these objects nor real images depicting them, only their CAD models. It relies on a small set of training objects to learn local object representations, which allow us to locally match the input image to a set of "templates", rendered images of the CAD models for the new objects. In contrast with the state-of-the-art methods, the new objects on which our method is applied can be very different from the training objects. As a result, we are the first to show generalization without retraining on the LINEMOD and Occlusion-LINEMOD datasets. Our analysis of the failure modes of previous template-based approaches further confirms the benefits of local features for template matching. We outperform the state-of-the-art template matching methods on the LINEMOD, Occlusion-LINEMOD and T-LESS datasets. Our source code and data are publicly available at https://github.com/nv-nguyen/template-pose

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Visual Correspondence Hallucination

Given a pair of partially overlapping source and target images and a keypoint in the source image, the keypoint's correspondent in the target image can be either visible, occluded or outside the field of view. Local feature matching methods are only able to identify the correspondent's location when it is visible, while humans can also hallucinate its location when it is occluded or outside the field of view through geometric reasoning. In this paper, we bridge this gap by training a network to output a peaked probability distribution over the correspondent's location, regardless of this correspondent being visible, occluded, or outside the field of view. We experimentally demonstrate that this network is indeed able to hallucinate correspondences on pairs of images captured in scenes that were not seen at training-time. We also apply this network to an absolute camera pose estimation problem and find it is significantly more robust than state-of-the-art local feature matching-based competitors.

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UVO Challenge on Video-based Open-World Segmentation 2021: 1st Place Solution

In this report, we introduce our (pretty straightforard) two-step "detect-then-match" video instance segmentation method. The first step performs instance segmentation for each frame to get a large number of instance mask proposals. The second step is to do inter-frame instance mask matching with the help of optical flow. We demonstrate that with high quality mask proposals, a simple matching mechanism is good enough for tracking. Our approach achieves the first place in the UVO 2021 Video-based Open-World Segmentation Challenge.

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1st Place Solution for the UVO Challenge on Image-based Open-World Segmentation 2021

We describe our two-stage instance segmentation framework we use to compete in the challenge. The first stage of our framework consists of an object detector, which generates object proposals in the format of bounding boxes. Then, the images and the detected bounding boxes are fed to the second stage, where a segmentation network is applied to segment the objects in the bounding boxes. We train all our networks in a class-agnostic way. Our approach achieves the first place in the UVO 2021 Image-based Open-World Segmentation Challenge.

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MonteFloor: Extending MCTS for Reconstructing Accurate Large-Scale Floor Plans

We propose a novel method for reconstructing floor plans from noisy 3D point clouds. Our main contribution is a principled approach that relies on the Monte Carlo Tree Search (MCTS) algorithm to maximize a suitable objective function efficiently despite the complexity of the problem. Like previous work, we first project the input point cloud to a top view to create a density map and extract room proposals from it. Our method selects and optimizes the polygonal shapes of these room proposals jointly to fit the density map and outputs an accurate vectorized floor map even for large complex scenes. To do this, we adapted MCTS, an algorithm originally designed to learn to play games, to select the room proposals by maximizing an objective function combining the fitness with the density map as predicted by a deep network and regularizing terms on the room shapes. We also introduce a refinement step to MCTS that adjusts the shape of the room proposals. For this step, we propose a novel differentiable method for rendering the polygonal shapes of these proposals. We evaluate our method on the recent and challenging Structured3D and Floor-SP datasets and show a significant improvement over the state-of-the-art, without imposing any hard constraints nor assumptions on the floor plan configurations.

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Learning to Better Segment Objects from Unseen Classes with Unlabeled Videos

The ability to localize and segment objects from unseen classes would open the door to new applications, such as autonomous object learning in active vision. Nonetheless, improving the performance on unseen classes requires additional training data, while manually annotating the objects of the unseen classes can be labor-extensive and expensive. In this paper, we explore the use of unlabeled video sequences to automatically generate training data for objects of unseen classes. It is in principle possible to apply existing video segmentation methods to unlabeled videos and automatically obtain object masks, which can then be used as a training set even for classes with no manual labels available. However, our experiments show that these methods do not perform well enough for this purpose. We therefore introduce a Bayesian method that is specifically designed to automatically create such a training set: Our method starts from a set of object proposals and relies on (non-realistic) analysis-by-synthesis to select the correct ones by performing an efficient optimization over all the frames simultaneously. Through extensive experiments, we show that our method can generate a high-quality training set which significantly boosts the performance of segmenting objects of unseen classes. We thus believe that our method could open the door for open-world instance segmentation using abundant Internet videos.

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Single Image Depth Prediction with Wavelet Decomposition

We present a novel method for predicting accurate depths from monocular images with high efficiency. This optimal efficiency is achieved by exploiting wavelet decomposition, which is integrated in a fully differentiable encoder-decoder architecture. We demonstrate that we can reconstruct high-fidelity depth maps by predicting sparse wavelet coefficients. In contrast with previous works, we show that wavelet coefficients can be learned without direct supervision on coefficients. Instead we supervise only the final depth image that is reconstructed through the inverse wavelet transform. We additionally show that wavelet coefficients can be learned in fully self-supervised scenarios, without access to ground-truth depth. Finally, we apply our method to different state-of-the-art monocular depth estimation models, in each case giving similar or better results compared to the original model, while requiring less than half the multiply-adds in the decoder network. Code at https://github.com/nianticlabs/wavelet-monodepth

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HO-3D_v3: Improving the Accuracy of Hand-Object Annotations of the HO-3D Dataset

HO-3D is a dataset providing image sequences of various hand-object interaction scenarios annotated with the 3D pose of the hand and the object and was originally introduced as HO-3D_v2. The annotations were obtained automatically using an optimization method, 'HOnnotate', introduced in the original paper. HO-3D_v3 provides more accurate annotations for both the hand and object poses thus resulting in better estimates of contact regions between the hand and the object. In this report, we elaborate on the improvements to the HOnnotate method and provide evaluations to compare the accuracy of HO-3D_v2 and HO-3D_v3. HO-3D_v3 results in 4mm higher accuracy compared to HO-3D_v2 for hand poses while exhibiting higher contact regions with the object surface.

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Monte Carlo Scene Search for 3D Scene Understanding

We explore how a general AI algorithm can be used for 3D scene understanding to reduce the need for training data. More exactly, we propose a modification of the Monte Carlo Tree Search (MCTS) algorithm to retrieve objects and room layouts from noisy RGB-D scans. While MCTS was developed as a game-playing algorithm, we show it can also be used for complex perception problems. Our adapted MCTS algorithm has few easy-to-tune hyperparameters and can optimise general losses. We use it to optimise the posterior probability of objects and room layout hypotheses given the RGB-D data. This results in an analysis-by-synthesis approach that explores the solution space by rendering the current solution and comparing it to the RGB-D observations. To perform this exploration even more efficiently, we propose simple changes to the standard MCTS' tree construction and exploration policy. We demonstrate our approach on the ScanNet dataset. Our method often retrieves configurations that are better than some manual annotations, especially on layouts.

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Back to the Feature: Learning Robust Camera Localization from Pixels to Pose

Camera pose estimation in known scenes is a 3D geometry task recently tackled by multiple learning algorithms. Many regress precise geometric quantities, like poses or 3D points, from an input image. This either fails to generalize to new viewpoints or ties the model parameters to a specific scene. In this paper, we go Back to the Feature: we argue that deep networks should focus on learning robust and invariant visual features, while the geometric estimation should be left to principled algorithms. We introduce PixLoc, a scene-agnostic neural network that estimates an accurate 6-DoF pose from an image and a 3D model. Our approach is based on the direct alignment of multiscale deep features, casting camera localization as metric learning. PixLoc learns strong data priors by end-to-end training from pixels to pose and exhibits exceptional generalization to new scenes by separating model parameters and scene geometry. The system can localize in large environments given coarse pose priors but also improve the accuracy of sparse feature matching by jointly refining keypoints and poses with little overhead. The code will be publicly available at https://github.com/cvg/pixloc.

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Neural Reprojection Error: Merging Feature Learning and Camera Pose Estimation

Absolute camera pose estimation is usually addressed by sequentially solving two distinct subproblems: First a feature matching problem that seeks to establish putative 2D-3D correspondences, and then a Perspective-n-Point problem that minimizes, with respect to the camera pose, the sum of so-called Reprojection Errors (RE). We argue that generating putative 2D-3D correspondences 1) leads to an important loss of information that needs to be compensated as far as possible, within RE, through the choice of a robust loss and the tuning of its hyperparameters and 2) may lead to an RE that conveys erroneous data to the pose estimator. In this paper, we introduce the Neural Reprojection Error (NRE) as a substitute for RE. NRE allows to rethink the camera pose estimation problem by merging it with the feature learning problem, hence leveraging richer information than 2D-3D correspondences and eliminating the need for choosing a robust loss and its hyperparameters. Thus NRE can be used as training loss to learn image descriptors tailored for pose estimation. We also propose a coarse-to-fine optimization method able to very efficiently minimize a sum of NRE terms with respect to the camera pose. We experimentally demonstrate that NRE is a good substitute for RE as it significantly improves both the robustness and the accuracy of the camera pose estimate while being computationally and memory highly efficient. From a broader point of view, we believe this new way of merging deep learning and 3D geometry may be useful in other computer vision applications.

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