pwc-archive/papers-with-abstracts huggingface dataset:
The effectiveness of MAE pre-pretraining for billion-scale pretraining
Authors: Mannat Singh, Quentin Duval, Kalyan Vasudev Alwala, Haoqi Fan, Vaibhav Aggarwal, Aaron Adcock, Armand Joulin, Piotr Dollár, Christoph Feichtenhofer, Ross Girshick, Rohit Girdhar, Ishan Misra
Date: 2023-03-23 00:00:00
Proceeding: ICCV 2023 1
Tasks: Action Classification, Action Recognition, Few-Shot Image Classification, image-classification, Image Classification, Object Detection, Video Classification, Video Recognition, Zero-Shot Learning, Zero-Shot Transfer Image Classification

This paper revisits the standard pretrain-then-finetune paradigm used in computer vision for visual recognition tasks. Typically, state-of-the-art foundation models are pretrained using large scale (weakly) supervised datasets with billions of images. We introduce an additional pre-pretraining stage that is simple and uses the self-supervised MAE technique to initialize the model. While MAE has only been shown to scale with the size of models, we find that it scales with the size of the training dataset as well. Thus, our MAE-based pre-pretraining scales with both model and data size making it applicable for training foundation models. Pre-pretraining consistently improves both the model convergence and the downstream transfer performance across a range of model scales (millions to billions of parameters), and dataset sizes (millions to billions of images). We measure the effectiveness of pre-pretraining on 10 different visual recognition tasks spanning image classification, video recognition, object detection, low-shot classification and zero-shot recognition. Our largest model achieves new state-of-the-art results on iNaturalist-18 (91.7%), ImageNet-ReaL (91.1%), 1-shot ImageNet-1k (63.6%), and zero-shot transfer on Food-101 (96.2%). Our study reveals that model initialization plays a significant role, even for web-scale pretraining with billions of images, and our models are available publicly.
Prototype Learning for Automatic Check-Out
Authors: Hao Chen; Xiu-Shen Wei; Liang Xiao
Date: 2023-02-22 00:00:00
Proceeding: IEEE Transactions on Multimedia 2023 2
Tasks: Re-Ranking

The basic goal of Automatic Check-Out (ACO) task is to accurately predict the categories and quantities of products selected by customers in the check-out images. However, there is a significant domain gap between the single-product exemplars as training data and the check-out images as testing data. To mitigate the domain gap, we propose a novel method termed as Prototype Learning for Automatic Check-Out (PLACO). In PLACO, prototype learning is designed to reach the goal in two ways. Specifically, in the prototype-based classifier learning module, to fully exploit the invariance of category prototypes, the prototypes obtained from the single-product exemplars are employed to generate classifiers for classifying the proposals of check-out image. On the other side, in prototype alignment module, prototypes for both the single-product exemplar and check-out image domains are entered simultaneously to ensure intra-category compactness and inter-category sparsity. Moreover, to further improve the performance of PLACO, we develop a discriminative re-ranking module to both adjust the predicted scores of product proposals for bringing more discriminative ability in classifier learning and provide a reasonable sorting possibility by considering the fine-grained nature. Experiments are conducted on the large-scale RPC dataset for evaluations. Our PLACO obtains the optimal results in both traditional ACO task setting and incremental task setting.
Learning and Verification of Task Structure in Instructional Videos
Authors: Medhini Narasimhan, Licheng Yu, Sean Bell, Ning Zhang, Trevor Darrell
Date: 2023-03-23 00:00:00
Tasks: Activity Recognition

Given the enormous number of instructional videos available online, learning a diverse array of multi-step task models from videos is an appealing goal. We introduce a new pre-trained video model, VideoTaskformer, focused on representing the semantics and structure of instructional videos. We pre-train VideoTaskformer using a simple and effective objective: predicting weakly supervised textual labels for steps that are randomly masked out from an instructional video (masked step modeling). Compared to prior work which learns step representations locally, our approach involves learning them globally, leveraging video of the entire surrounding task as context. From these learned representations, we can verify if an unseen video correctly executes a given task, as well as forecast which steps are likely to be taken after a given step. We introduce two new benchmarks for detecting mistakes in instructional videos, to verify if there is an anomalous step and if steps are executed in the right order. We also introduce a long-term forecasting benchmark, where the goal is to predict long-range future steps from a given step. Our method outperforms previous baselines on these tasks, and we believe the tasks will be a valuable way for the community to measure the quality of step representations. Additionally, we evaluate VideoTaskformer on 3 existing benchmarks -- procedural activity recognition, step classification, and step forecasting -- and demonstrate on each that our method outperforms existing baselines and achieves new state-of-the-art performance.
Three ways to improve feature alignment for open vocabulary detection
Authors: Relja Arandjelović, Alex Andonian, Arthur Mensch, Olivier J. Hénaff, Jean-Baptiste Alayrac, Andrew Zisserman
Date: 2023-03-23 00:00:00
Tasks: Language Modelling

The core problem in zero-shot open vocabulary detection is how to align visual and text features, so that the detector performs well on unseen classes. Previous approaches train the feature pyramid and detection head from scratch, which breaks the vision-text feature alignment established during pretraining, and struggles to prevent the language model from forgetting unseen classes. We propose three methods to alleviate these issues. Firstly, a simple scheme is used to augment the text embeddings which prevents overfitting to a small number of classes seen during training, while simultaneously saving memory and computation. Secondly, the feature pyramid network and the detection head are modified to include trainable gated shortcuts, which encourages vision-text feature alignment and guarantees it at the start of detection training. Finally, a self-training approach is used to leverage a larger corpus of image-text pairs thus improving detection performance on classes with no human annotated bounding boxes. Our three methods are evaluated on the zero-shot version of the LVIS benchmark, each of them showing clear and significant benefits. Our final network achieves the new stateof-the-art on the mAP-all metric and demonstrates competitive performance for mAP-rare, as well as superior transfer to COCO and Objects365.
Towards Solving Fuzzy Tasks with Human Feedback: A Retrospective of the MineRL BASALT 2022 Competition
Authors: Stephanie Milani, Anssi Kanervisto, Karolis Ramanauskas, Sander Schulhoff, Brandon Houghton, Sharada Mohanty, Byron Galbraith, Ke Chen, Yan Song, Tianze Zhou, Bingquan Yu, He Liu, Kai Guan, Yujing Hu, Tangjie Lv, Federico Malato, Florian Leopold, Amogh Raut, Ville Hautamäki, Andrew Melnik, Shu Ishida, João F. Henriques, Robert Klassert, Walter Laurito, Ellen Novoseller, Vinicius G. Goecks, Nicholas Waytowich, David Watkins, Josh Miller, Rohin Shah
Date: 2023-03-23 00:00:00
Tasks: Minecraft

To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.
Neural Preset for Color Style Transfer
Authors: Zhanghan Ke, Yuhao Liu, Lei Zhu, Nanxuan Zhao, Rynson W. H. Lau
Date: 2023-03-23 00:00:00
Proceeding: CVPR 2023 1
Tasks: 4k, Color Normalization, Image Dehazing, Image Enhancement, Image Harmonization, Low-Light Image Enhancement, Style Transfer

In this paper, we present a Neural Preset technique to address the limitations of existing color style transfer methods, including visual artifacts, vast memory requirement, and slow style switching speed. Our method is based on two core designs. First, we propose Deterministic Neural Color Mapping (DNCM) to consistently operate on each pixel via an image-adaptive color mapping matrix, avoiding artifacts and supporting high-resolution inputs with a small memory footprint. Second, we develop a two-stage pipeline by dividing the task into color normalization and stylization, which allows efficient style switching by extracting color styles as presets and reusing them on normalized input images. Due to the unavailability of pairwise datasets, we describe how to train Neural Preset via a self-supervised strategy. Various advantages of Neural Preset over existing methods are demonstrated through comprehensive evaluations. Notably, Neural Preset enables stable 4K color style transfer in real-time without artifacts. Besides, we show that our trained model can naturally support multiple applications without fine-tuning, including low-light image enhancement, underwater image correction, image dehazing, and image harmonization. Project page with demos: https://zhkkke.github.io/NeuralPreset .
DreamBooth3D: Subject-Driven Text-to-3D Generation
Authors: Amit Raj, Srinivas Kaza, Ben Poole, Michael Niemeyer, Nataniel Ruiz, Ben Mildenhall, Shiran Zada, Kfir Aberman, Michael Rubinstein, Jonathan Barron, Yuanzhen Li, Varun Jampani
Date: 2023-03-23 00:00:00
Proceeding: ICCV 2023 1
Tasks: 3D Generation, Text to 3D

We present DreamBooth3D, an approach to personalize text-to-3D generative models from as few as 3-6 casually captured images of a subject. Our approach combines recent advances in personalizing text-to-image models (DreamBooth) with text-to-3D generation (DreamFusion). We find that naively combining these methods fails to yield satisfactory subject-specific 3D assets due to personalized text-to-image models overfitting to the input viewpoints of the subject. We overcome this through a 3-stage optimization strategy where we jointly leverage the 3D consistency of neural radiance fields together with the personalization capability of text-to-image models. Our method can produce high-quality, subject-specific 3D assets with text-driven modifications such as novel poses, colors and attributes that are not seen in any of the input images of the subject.
TriPlaneNet: An Encoder for EG3D Inversion
Authors: Ananta R. Bhattarai, Matthias Nießner, Artem Sevastopolsky
Date: 2023-03-23 00:00:00
Tasks: NeRF

Recent progress in NeRF-based GANs has introduced a number of approaches for high-resolution and high-fidelity generative modeling of human heads with a possibility for novel view rendering. At the same time, one must solve an inverse problem to be able to re-render or modify an existing image or video. Despite the success of universal optimization-based methods for 2D GAN inversion, those applied to 3D GANs may fail to extrapolate the result onto the novel view, whereas optimization-based 3D GAN inversion methods are time-consuming and can require at least several minutes per image. Fast encoder-based techniques, such as those developed for StyleGAN, may also be less appealing due to the lack of identity preservation. Our work introduces a fast technique that bridges the gap between the two approaches by directly utilizing the tri-plane representation presented for the EG3D generative model. In particular, we build upon a feed-forward convolutional encoder for the latent code and extend it with a fully-convolutional predictor of tri-plane numerical offsets. The renderings are similar in quality to the ones produced by optimization-based techniques and outperform the ones by encoder-based methods. As we empirically prove, this is a consequence of directly operating in the tri-plane space, not in the GAN parameter space, while making use of an encoder-based trainable approach. Finally, we demonstrate significantly more correct embedding of a face image in 3D than for all the baselines, further strengthened by a probably symmetric prior enabled during training.
Attention! Dynamic Epistemic Logic Models of (In)attentive Agents
Authors: Gaia Belardinelli, Thomas Bolander
Date: 2023-03-23 00:00:00

Attention is the crucial cognitive ability that limits and selects what information we observe. Previous work by Bolander et al. (2016) proposes a model of attention based on dynamic epistemic logic (DEL) where agents are either fully attentive or not attentive at all. While introducing the realistic feature that inattentive agents believe nothing happens, the model does not represent the most essential aspect of attention: its selectivity. Here, we propose a generalization that allows for paying attention to subsets of atomic formulas. We introduce the corresponding logic for propositional attention, and show its axiomatization to be sound and complete. We then extend the framework to account for inattentive agents that, instead of assuming nothing happens, may default to a specific truth-value of what they failed to attend to (a sort of prior concerning the unattended atoms). This feature allows for a more cognitively plausible representation of the inattentional blindness phenomenon, where agents end up with false beliefs due to their failure to attend to conspicuous but unexpected events. Both versions of the model define attention-based learning through appropriate DEL event models based on a few and clear edge principles. While the size of such event models grow exponentially both with the number of agents and the number of atoms, we introduce a new logical language for describing event models syntactically and show that using this language our event models can be represented linearly in the number of agents and atoms. Furthermore, representing our event models using this language is achieved by a straightforward formalisation of the aforementioned edge principles.
Boosting Reinforcement Learning and Planning with Demonstrations: A Survey
Authors: Tongzhou Mu, Hao Su
Date: 2023-03-23 00:00:00
Tasks: Decision Making, reinforcement-learning, Reinforcement Learning, Sequential Decision Making, Survey

Although reinforcement learning has seen tremendous success recently, this kind of trial-and-error learning can be impractical or inefficient in complex environments. The use of demonstrations, on the other hand, enables agents to benefit from expert knowledge rather than having to discover the best action to take through exploration. In this survey, we discuss the advantages of using demonstrations in sequential decision making, various ways to apply demonstrations in learning-based decision making paradigms (for example, reinforcement learning and planning in the learned models), and how to collect the demonstrations in various scenarios. Additionally, we exemplify a practical pipeline for generating and utilizing demonstrations in the recently proposed ManiSkill robot learning benchmark.
NS3D: Neuro-Symbolic Grounding of 3D Objects and Relations
Authors: Joy Hsu, Jiayuan Mao, Jiajun Wu
Date: 2023-03-23 00:00:00
Proceeding: CVPR 2023 1
Tasks: Question Answering, Referring Expression, Referring Expression Comprehension, Visual Reasoning

Grounding object properties and relations in 3D scenes is a prerequisite for a wide range of artificial intelligence tasks, such as visually grounded dialogues and embodied manipulation. However, the variability of the 3D domain induces two fundamental challenges: 1) the expense of labeling and 2) the complexity of 3D grounded language. Hence, essential desiderata for models are to be data-efficient, generalize to different data distributions and tasks with unseen semantic forms, as well as ground complex language semantics (e.g., view-point anchoring and multi-object reference). To address these challenges, we propose NS3D, a neuro-symbolic framework for 3D grounding. NS3D translates language into programs with hierarchical structures by leveraging large language-to-code models. Different functional modules in the programs are implemented as neural networks. Notably, NS3D extends prior neuro-symbolic visual reasoning methods by introducing functional modules that effectively reason about high-arity relations (i.e., relations among more than two objects), key in disambiguating objects in complex 3D scenes. Modular and compositional architecture enables NS3D to achieve state-of-the-art results on the ReferIt3D view-dependence task, a 3D referring expression comprehension benchmark. Importantly, NS3D shows significantly improved performance on settings of data-efficiency and generalization, and demonstrate zero-shot transfer to an unseen 3D question-answering task.
TactoFind: A Tactile Only System for Object Retrieval
Authors: Sameer Pai, Tao Chen, Megha Tippur, Edward Adelson, Abhishek Gupta, Pulkit Agrawal
Date: 2023-03-23 00:00:00
Tasks: Object, Retrieval

We study the problem of object retrieval in scenarios where visual sensing is absent, object shapes are unknown beforehand and objects can move freely, like grabbing objects out of a drawer. Successful solutions require localizing free objects, identifying specific object instances, and then grasping the identified objects, only using touch feedback. Unlike vision, where cameras can observe the entire scene, touch sensors are local and only observe parts of the scene that are in contact with the manipulator. Moreover, information gathering via touch sensors necessitates applying forces on the touched surface which may disturb the scene itself. Reasoning with touch, therefore, requires careful exploration and integration of information over time -- a challenge we tackle. We present a system capable of using sparse tactile feedback from fingertip touch sensors on a dexterous hand to localize, identify and grasp novel objects without any visual feedback. Videos are available at https://taochenshh.github.io/projects/tactofind.
Promptable Game Models: Text-Guided Game Simulation via Masked Diffusion Models
Authors: Willi Menapace, Aliaksandr Siarohin, Stéphane Lathuilière, Panos Achlioptas, Vladislav Golyanik, Sergey Tulyakov, Elisa Ricci
Date: 2023-03-23 00:00:00
Tasks: Minecraft, Navigate, NeRF

Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play a game action-by-action, its rigidity precludes more semantic forms of control. To overcome this limitation, we augment game models with prompts specified as a set of natural language actions and desired states. The result-a Promptable Game Model (PGM)-makes it possible for a user to play the game by prompting it with high- and low-level action sequences. Most captivatingly, our PGM unlocks the director's mode, where the game is played by specifying goals for the agents in the form of a prompt. This requires learning "game AI", encapsulated by our animation model, to navigate the scene using high-level constraints, play against an adversary, and devise a strategy to win a point. To render the resulting state, we use a compositional NeRF representation encapsulated in our synthesis model. To foster future research, we present newly collected, annotated and calibrated Tennis and Minecraft datasets. Our method significantly outperforms existing neural video game simulators in terms of rendering quality and unlocks applications beyond the capabilities of the current state of the art. Our framework, data, and models are available at https://snap-research.github.io/promptable-game-models/.
DiffMesh: A Motion-aware Diffusion Framework for Human Mesh Recovery from Videos
Authors: Ce Zheng, Xianpeng Liu, Qucheng Peng, Tianfu Wu, Pu Wang, Chen Chen
Date: 2023-03-23 00:00:00
Tasks: 3D Human Pose Estimation, Human Mesh Recovery

Human mesh recovery (HMR) provides rich human body information for various real-world applications. While image-based HMR methods have achieved impressive results, they often struggle to recover humans in dynamic scenarios, leading to temporal inconsistencies and non-smooth 3D motion predictions due to the absence of human motion. In contrast, video-based approaches leverage temporal information to mitigate this issue. In this paper, we present DiffMesh, an innovative motion-aware Diffusion-like framework for video-based HMR. DiffMesh establishes a bridge between diffusion models and human motion, efficiently generating accurate and smooth output mesh sequences by incorporating human motion within the forward process and reverse process in the diffusion model. Extensive experiments are conducted on the widely used datasets (Human3.6M \cite{h36m_pami} and 3DPW \cite{pw3d2018}), which demonstrate the effectiveness and efficiency of our DiffMesh. Visual comparisons in real-world scenarios further highlight DiffMesh's suitability for practical applications.
Planning for Manipulation among Movable Objects: Deciding Which Objects Go Where, in What Order, and How
Authors: Dhruv Saxena, Maxim Likhachev
Date: 2023-03-23 00:00:00
Tasks: Robot Manipulation, valid

We are interested in pick-and-place style robot manipulation tasks in cluttered and confined 3D workspaces among movable objects that may be rearranged by the robot and may slide, tilt, lean or topple. A recently proposed algorithm, M4M, determines which objects need to be moved and where by solving a Multi-Agent Pathfinding MAPF abstraction of this problem. It then utilises a nonprehensile push planner to compute actions for how the robot might realise these rearrangements and a rigid body physics simulator to check whether the actions satisfy physics constraints encoded in the problem. However, M4M greedily commits to valid pushes found during planning, and does not reason about orderings over pushes if multiple objects need to be rearranged. Furthermore, M4M does not reason about other possible MAPF solutions that lead to different rearrangements and pushes. In this paper, we extend M4M and present Enhanced-M4M (E-M4M) -- a systematic graph search-based solver that searches over orderings of pushes for movable objects that need to be rearranged and different possible rearrangements of the scene. We introduce several algorithmic optimisations to circumvent the increased computational complexity, discuss the space of problems solvable by E-M4M and show that experimentally, both on the real robot and in simulation, it significantly outperforms the original M4M algorithm, as well as other state-of-the-art alternatives when dealing with complex scenes.