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Yusuke Matsui

Publications and source records attributed to Yusuke Matsui.

At least 37 records · Page 2Linked to original sources

High-Frequency Anti-DreamBooth: Robust Defense against Personalized Image Synthesis

Recently, text-to-image generative models have been misused to create unauthorized malicious images of individuals, posing a growing social problem. Previous solutions, such as Anti-DreamBooth, add adversarial noise to images to protect them from being used as training data for malicious generation. However, we found that the adversarial noise can be removed by adversarial purification methods such as DiffPure. Therefore, we propose a new adversarial attack method that adds strong perturbation on the high-frequency areas of images to make it more robust to adversarial purification. Our experiment showed that the adversarial images retained noise even after adversarial purification, hindering malicious image generation.

cs.CV↗

Fast Construction of Partitioned Learned Bloom Filter with Theoretical Guarantees

Bloom filter is a widely used classic data structure for approximate membership queries. Learned Bloom filters improve memory efficiency by leveraging machine learning, with the partitioned learned Bloom filter (PLBF) being among the most memory-efficient variants. However, PLBF suffers from high computational complexity during construction, specifically $O(N^3k)$, where $N$ and $k$ are hyperparameters. In this paper, we propose three methods: fast PLBF, fast PLBF++, and fast PLBF#, that reduce the construction complexity to $O(N^2k)$, $O(Nk \log N)$, and $O(Nk \log k)$, respectively. Fast PLBF preserves the original PLBF structure and memory efficiency. Although fast PLBF++ and fast PLBF# may have different structures, we theoretically prove they are equivalent to PLBF under ideal data distribution. Furthermore, we theoretically bound the difference in memory efficiency between PLBF and fast PLBF++ for non-ideal scenarios. Experiments on real-world datasets demonstrate that fast PLBF, fast PLBF++, and fast PLBF# are up to 233, 761, and 778 times faster to construct than original PLBF, respectively. Additionally, fast PLBF maintains the same data structure as PLBF, and fast PLBF++ and fast PLBF# achieve nearly identical memory efficiency.

cs.DS↗

ZoDi: Zero-Shot Domain Adaptation with Diffusion-Based Image Transfer

Deep learning models achieve high accuracy in segmentation tasks among others, yet domain shift often degrades the models' performance, which can be critical in real-world scenarios where no target images are available. This paper proposes a zero-shot domain adaptation method based on diffusion models, called ZoDi, which is two-fold by the design: zero-shot image transfer and model adaptation. First, we utilize an off-the-shelf diffusion model to synthesize target-like images by transferring the domain of source images to the target domain. In this we specifically try to maintain the layout and content by utilising layout-to-image diffusion models with stochastic inversion. Secondly, we train the model using both source images and synthesized images with the original segmentation maps while maximizing the feature similarity of images from the two domains to learn domain-robust representations. Through experiments we show benefits of ZoDi in the task of image segmentation over state-of-the-art methods. It is also more applicable than existing CLIP-based methods because it assumes no specific backbone or models, and it enables to estimate the model's performance without target images by inspecting generated images. Our implementation will be publicly available.

cs.CV↗

Revisiting Relevance Feedback for CLIP-based Interactive Image Retrieval

Many image retrieval studies use metric learning to train an image encoder. However, metric learning cannot handle differences in users' preferences, and requires data to train an image encoder. To overcome these limitations, we revisit relevance feedback, a classic technique for interactive retrieval systems, and propose an interactive CLIP-based image retrieval system with relevance feedback. Our retrieval system first executes the retrieval, collects each user's unique preferences through binary feedback, and returns images the user prefers. Even when users have various preferences, our retrieval system learns each user's preference through the feedback and adapts to the preference. Moreover, our retrieval system leverages CLIP's zero-shot transferability and achieves high accuracy without training. We empirically show that our retrieval system competes well with state-of-the-art metric learning in category-based image retrieval, despite not training image encoders specifically for each dataset. Furthermore, we set up two additional experimental settings where users have various preferences: one-label-based image retrieval and conditioned image retrieval. In both cases, our retrieval system effectively adapts to each user's preferences, resulting in improved accuracy compared to image retrieval without feedback. Overall, our work highlights the potential benefits of integrating CLIP with classic relevance feedback techniques to enhance image retrieval.

cs.CV↗

Adversarial Doodles: Interpretable and Human-drawable Attacks Provide Describable Insights

DNN-based image classifiers are susceptible to adversarial attacks. Most previous adversarial attacks do not have clear patterns, making it difficult to interpret attacks' results and gain insights into classifiers' mechanisms. Therefore, we propose Adversarial Doodles, which have interpretable shapes. We optimize black bezier curves to fool the classifier by overlaying them onto the input image. By introducing random affine transformation and regularizing the doodled area, we obtain small-sized attacks that cause misclassification even when humans replicate them by hand. Adversarial doodles provide describable insights into the relationship between the human-drawn doodle's shape and the classifier's output, such as "When we add three small circles on a helicopter image, the ResNet-50 classifier mistakenly classifies it as an airplane."

cs.CV↗

Zero-Shot Character Identification and Speaker Prediction in Comics via Iterative Multimodal Fusion

Recognizing characters and predicting speakers of dialogue are critical for comic processing tasks, such as voice generation or translation. However, because characters vary by comic title, supervised learning approaches like training character classifiers which require specific annotations for each comic title are infeasible. This motivates us to propose a novel zero-shot approach, allowing machines to identify characters and predict speaker names based solely on unannotated comic images. In spite of their importance in real-world applications, these task have largely remained unexplored due to challenges in story comprehension and multimodal integration. Recent large language models (LLMs) have shown great capability for text understanding and reasoning, while their application to multimodal content analysis is still an open problem. To address this problem, we propose an iterative multimodal framework, the first to employ multimodal information for both character identification and speaker prediction tasks. Our experiments demonstrate the effectiveness of the proposed framework, establishing a robust baseline for these tasks. Furthermore, since our method requires no training data or annotations, it can be used as-is on any comic series.

cs.MM↗

Manga109Dialog: A Large-scale Dialogue Dataset for Comics Speaker Detection

The expanding market for e-comics has spurred interest in the development of automated methods to analyze comics. For further understanding of comics, an automated approach is needed to link text in comics to characters speaking the words. Comics speaker detection research has practical applications, such as automatic character assignment for audiobooks, automatic translation according to characters' personalities, and inference of character relationships and stories. To deal with the problem of insufficient speaker-to-text annotations, we created a new annotation dataset Manga109Dialog based on Manga109. Manga109Dialog is the world's largest comics speaker annotation dataset, containing 132,692 speaker-to-text pairs. We further divided our dataset into different levels by prediction difficulties to evaluate speaker detection methods more appropriately. Unlike existing methods mainly based on distances, we propose a deep learning-based method using scene graph generation models. Due to the unique features of comics, we enhance the performance of our proposed model by considering the frame reading order. We conducted experiments using Manga109Dialog and other datasets. Experimental results demonstrate that our scene-graph-based approach outperforms existing methods, achieving a prediction accuracy of over 75%.

cs.CV↗

SVGEditBench: A Benchmark Dataset for Quantitative Assessment of LLM's SVG Editing Capabilities

Text-to-image models have shown progress in recent years. Along with this progress, generating vector graphics from text has also advanced. SVG is a popular format for vector graphics, and SVG represents a scene with XML text. Therefore, Large Language Models can directly process SVG code. Taking this into account, we focused on editing SVG with LLMs. For quantitative evaluation of LLMs' ability to edit SVG, we propose SVGEditBench. SVGEditBench is a benchmark for assessing the LLMs' ability to edit SVG code. We also show the GPT-4 and GPT-3.5 results when evaluated on the proposed benchmark. In the experiments, GPT-4 showed superior performance to GPT-3.5 both quantitatively and qualitatively. The dataset is available at https://github.com/mti-lab/SVGEditBench.

cs.CV↗

Theoretical and Empirical Analysis of Adaptive Entry Point Selection for Graph-based Approximate Nearest Neighbor Search

We present a theoretical and empirical analysis of the adaptive entry point selection for graph-based approximate nearest neighbor search (ANNS). We introduce novel concepts: $b\textit{-monotonic path}$ and $B\textit{-MSNET}$, which better capture an actual graph in practical algorithms than existing concepts like MSNET. We prove that adaptive entry point selection offers better performance upper bound than the fixed central entry point under more general conditions than previous work. Empirically, we validate the method's effectiveness in accuracy, speed, and memory usage across various datasets, especially in challenging scenarios with out-of-distribution data and hard instances. Our comprehensive study provides deeper insights into optimizing entry points for graph-based ANNS for real-world high-dimensional data applications.

cs.IR↗

Cross-Lingual Learning in Multilingual Scene Text Recognition

In this paper, we investigate cross-lingual learning (CLL) for multilingual scene text recognition (STR). CLL transfers knowledge from one language to another. We aim to find the condition that exploits knowledge from high-resource languages for improving performance in low-resource languages. To do so, we first examine if two general insights about CLL discussed in previous works are applied to multilingual STR: (1) Joint learning with high- and low-resource languages may reduce performance on low-resource languages, and (2) CLL works best between typologically similar languages. Through extensive experiments, we show that two general insights may not be applied to multilingual STR. After that, we show that the crucial condition for CLL is the dataset size of high-resource languages regardless of the kind of high-resource languages. Our code, data, and models are available at https://github.com/ku21fan/CLL-STR.

cs.CV↗

Relative NN-Descent: A Fast Index Construction for Graph-Based Approximate Nearest Neighbor Search

Approximate Nearest Neighbor Search (ANNS) is the task of finding the database vector that is closest to a given query vector. Graph-based ANNS is the family of methods with the best balance of accuracy and speed for million-scale datasets. However, graph-based methods have the disadvantage of long index construction time. Recently, many researchers have improved the tradeoff between accuracy and speed during a search. However, there is little research on accelerating index construction. We propose a fast graph construction algorithm, Relative NN-Descent (RNN-Descent). RNN-Descent combines NN-Descent, an algorithm for constructing approximate K-nearest neighbor graphs (K-NN graphs), and RNG Strategy, an algorithm for selecting edges effective for search. This algorithm allows the direct construction of graph-based indexes without ANNS. Experimental results demonstrated that the proposed method had the fastest index construction speed, while its search performance is comparable to existing state-of-the-art methods such as NSG. For example, in experiments on the GIST1M dataset, the construction of the proposed method is 2x faster than NSG. Additionally, it was even faster than the construction speed of NN-Descent.

cs.IR↗

Fast Partitioned Learned Bloom Filter

A Bloom filter is a memory-efficient data structure for approximate membership queries used in numerous fields of computer science. Recently, learned Bloom filters that achieve better memory efficiency using machine learning models have attracted attention. One such filter, the partitioned learned Bloom filter (PLBF), achieves excellent memory efficiency. However, PLBF requires a $O(N^3k)$ time complexity to construct the data structure, where $N$ and $k$ are the hyperparameters of PLBF. One can improve memory efficiency by increasing $N$, but the construction time becomes extremely long. Thus, we propose two methods that can reduce the construction time while maintaining the memory efficiency of PLBF. First, we propose fast PLBF, which can construct the same data structure as PLBF with a smaller time complexity $O(N^2k)$. Second, we propose fast PLBF++, which can construct the data structure with even smaller time complexity $O(Nk\log N + Nk^2)$. Fast PLBF++ does not necessarily construct the same data structure as PLBF. Still, it is almost as memory efficient as PLBF, and it is proved that fast PLBF++ has the same data structure as PLBF when the distribution satisfies a certain constraint. Our experimental results from real-world datasets show that (i) fast PLBF and fast PLBF++ can construct the data structure up to 233 and 761 times faster than PLBF, (ii) fast PLBF can achieve the same memory efficiency as PLBF, and (iii) fast PLBF++ can achieve almost the same memory efficiency as PLBF. The codes are available at https://github.com/atsukisato/FastPLBF .

cs.DS↗

Defense-Prefix for Preventing Typographic Attacks on CLIP

Vision-language pre-training models (VLPs) have exhibited revolutionary improvements in various vision-language tasks. In VLP, some adversarial attacks fool a model into false or absurd classifications. Previous studies addressed these attacks by fine-tuning the model or changing its architecture. However, these methods risk losing the original model's performance and are difficult to apply to downstream tasks. In particular, their applicability to other tasks has not been considered. In this study, we addressed the reduction of the impact of typographic attacks on CLIP without changing the model parameters. To achieve this, we expand the idea of "prefix learning" and introduce our simple yet effective method: Defense-Prefix (DP), which inserts the DP token before a class name to make words "robust" against typographic attacks. Our method can be easily applied to downstream tasks, such as object detection, because the proposed method is independent of the model parameters. Our method significantly improves the accuracy of classification tasks for typographic attack datasets, while maintaining the zero-shot capabilities of the model. In addition, we leverage our proposed method for object detection, demonstrating its high applicability and effectiveness. The codes and datasets are available at https://github.com/azuma164/Defense-Prefix.

cs.CV↗

General and Practical Tuning Method for Off-the-Shelf Graph-Based Index: SISAP Indexing Challenge Report by Team UTokyo

Despite the efficacy of graph-based algorithms for Approximate Nearest Neighbor (ANN) searches, the optimal tuning of such systems remains unclear. This study introduces a method to tune the performance of off-the-shelf graph-based indexes, focusing on the dimension of vectors, database size, and entry points of graph traversal. We utilize a black-box optimization algorithm to perform integrated tuning to meet the required levels of recall and Queries Per Second (QPS). We applied our approach to Task A of the SISAP 2023 Indexing Challenge and got second place in the 10M and 30M tracks. It improves performance substantially compared to brute force methods. This research offers a universally applicable tuning method for graph-based indexes, extending beyond the specific conditions of the competition to broader uses.

cs.IR↗

Unbiased Scene Graph Generation using Predicate Similarities

Scene Graphs are widely applied in computer vision as a graphical representation of relationships between objects shown in images. However, these applications have not yet reached a practical stage of development owing to biased training caused by long-tailed predicate distributions. In recent years, many studies have tackled this problem. In contrast, relatively few works have considered predicate similarities as a unique dataset feature which also leads to the biased prediction. Due to the feature, infrequent predicates (e.g., parked on, covered in) are easily misclassified as closely-related frequent predicates (e.g., on, in). Utilizing predicate similarities, we propose a new classification scheme that branches the process to several fine-grained classifiers for similar predicate groups. The classifiers aim to capture the differences among similar predicates in detail. We also introduce the idea of transfer learning to enhance the features for the predicates which lack sufficient training samples to learn the descriptive representations. The results of extensive experiments on the Visual Genome dataset show that the combination of our method and an existing debiasing approach greatly improves performance on tail predicates in challenging SGCls/SGDet tasks. Nonetheless, the overall performance of the proposed approach does not reach that of the current state of the art, so further analysis remains necessary as future work.

cs.CV↗

COO: Comic Onomatopoeia Dataset for Recognizing Arbitrary or Truncated Texts

Recognizing irregular texts has been a challenging topic in text recognition. To encourage research on this topic, we provide a novel comic onomatopoeia dataset (COO), which consists of onomatopoeia texts in Japanese comics. COO has many arbitrary texts, such as extremely curved, partially shrunk texts, or arbitrarily placed texts. Furthermore, some texts are separated into several parts. Each part is a truncated text and is not meaningful by itself. These parts should be linked to represent the intended meaning. Thus, we propose a novel task that predicts the link between truncated texts. We conduct three tasks to detect the onomatopoeia region and capture its intended meaning: text detection, text recognition, and link prediction. Through extensive experiments, we analyze the characteristics of the COO. Our data and code are available at \url{https://github.com/ku21fan/COO-Comic-Onomatopoeia}.

cs.CV↗

ARM 4-BIT PQ: SIMD-based Acceleration for Approximate Nearest Neighbor Search on ARM

We accelerate the 4-bit product quantization (PQ) on the ARM architecture. Notably, the drastic performance of the conventional 4-bit PQ strongly relies on x64-specific SIMD register, such as AVX2; hence, we cannot yet achieve such good performance on ARM. To fill this gap, we first bundle two 128-bit registers as one 256-bit component. We then apply shuffle operations for each using the ARM-specific NEON instruction. By making this simple but critical modification, we achieve a dramatic speedup for the 4-bit PQ on an ARM architecture. Experiments show that the proposed method consistently achieves a 10x improvement over the naive PQ with the same accuracy.

cs.LG↗

Cascading Feature Extraction for Fast Point Cloud Registration

We propose a method for speeding up a 3D point cloud registration through a cascading feature extraction. The current approach with the highest accuracy is realized by iteratively executing feature extraction and registration using deep features. However, iterative feature extraction takes time. Our proposed method significantly reduces the computational cost using cascading shallow layers. Our idea is to omit redundant computations that do not always contribute to the final accuracy. The proposed approach is approximately three times faster than the existing methods without a loss of accuracy.

cs.CV↗