Temporal sentence grounding (TSG) aims to identify the temporal boundary of a specific segment from an untrimmed video by a sentence query. All existing works first utilize a sparse sampling strategy to extract a fixed number of video frames and then conduct multi-modal interactions with query sentence for reasoning. However, we argue that these methods have overlooked two indispensable issues: 1) Boundary-bias: The annotated target segment generally refers to two specific frames as corresponding start and end timestamps. The video downsampling process may lose these two frames and take the adjacent irrelevant frames as new boundaries. 2) Reasoning-bias: Such incorrect new boundary frames also lead to the reasoning bias during frame-query interaction, reducing the generalization ability of model. To alleviate above limitations, in this paper, we propose a novel Siamese Sampling and Reasoning Network (SSRN) for TSG, which introduces a siamese sampling mechanism to generate additional contextual frames to enrich and refine the new boundaries. Specifically, a reasoning strategy is developed to learn the inter-relationship among these frames and generate soft labels on boundaries for more accurate frame-query reasoning. Such mechanism is also able to supplement the absent consecutive visual semantics to the sampled sparse frames for fine-grained activity understanding. Extensive experiments demonstrate the effectiveness of SSRN on three challenging datasets.
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We propose a novel approach to self-supervised learning of point cloud representations by differentiable neural rendering. Motivated by the fact that informative point cloud features should be able to encode rich geometry and appearance cues and render realistic images, we train a point-cloud encoder within a devised point-based neural renderer by comparing the rendered images with real images on massive RGB-D data. The learned point-cloud encoder can be easily integrated into various downstream tasks, including not only high-level tasks like 3D detection and segmentation, but low-level tasks like 3D reconstruction and image synthesis. Extensive experiments on various tasks demonstrate the superiority of our approach compared to existing pre-training methods.
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The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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Human modeling and relighting are two fundamental problems in computer vision and graphics, where high-quality datasets can largely facilitate related research. However, most existing human datasets only provide multi-view human images captured under the same illumination. Although valuable for modeling tasks, they are not readily used in relighting problems. To promote research in both fields, in this paper, we present UltraStage, a new 3D human dataset that contains more than 2K high-quality human assets captured under both multi-view and multi-illumination settings. Specifically, for each example, we provide 32 surrounding views illuminated with one white light and two gradient illuminations. In addition to regular multi-view images, gradient illuminations help recover detailed surface normal and spatially-varying material maps, enabling various relighting applications. Inspired by recent advances in neural representation, we further interpret each example into a neural human asset which allows novel view synthesis under arbitrary lighting conditions. We show our neural human assets can achieve extremely high capture performance and are capable of representing fine details such as facial wrinkles and cloth folds. We also validate UltraStage in single image relighting tasks, training neural networks with virtual relighted data from neural assets and demonstrating realistic rendering improvements over prior arts. UltraStage will be publicly available to the community to stimulate significant future developments in various human modeling and rendering tasks.
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This paper presents an approach that reconstructs a hand-held object from a monocular video. In contrast to many recent methods that directly predict object geometry by a trained network, the proposed approach does not require any learned prior about the object and is able to recover more accurate and detailed object geometry. The key idea is that the hand motion naturally provides multiple views of the object and the motion can be reliably estimated by a hand pose tracker. Then, the object geometry can be recovered by solving a multi-view reconstruction problem. We devise an implicit neural representation-based method to solve the reconstruction problem and address the issues of imprecise hand pose estimation, relative hand-object motion, and insufficient geometry optimization for small objects. We also provide a newly collected dataset with 3D ground truth to validate the proposed approach.
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We develop a wall model for large-eddy simulation (LES) that takes into account various pressure-gradient effects using multi-agent reinforcement learning (MARL). The model is trained using low-Reynolds-number flow over periodic hills with agents distributed on the wall along the computational grid points. The model utilizes a wall eddy-viscosity formulation as the boundary condition, which is shown to provide better predictions of the mean velocity field, rather than the typical wall-shear stress formulation. Each agent receives states based on local instantaneous flow quantities at an off-wall location, computes a reward based on the estimated wall-shear stress, and provides an action to update the wall eddy viscosity at each time step. The trained wall model is validated in wall-modeled LES (WMLES) of flow over periodic hills at higher Reynolds numbers, and the results show the effectiveness of the model on flow with pressure gradients. The analysis of the trained model indicates that the model is capable of distinguishing between the various pressure gradient regimes present in the flow.
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Federated embodied agent learning protects the data privacy of individual visual environments by keeping data locally at each client (the individual environment) during training. However, since the local data is inaccessible to the server under federated learning, attackers may easily poison the training data of the local client to build a backdoor in the agent without notice. Deploying such an agent raises the risk of potential harm to humans, as the attackers may easily navigate and control the agent as they wish via the backdoor. Towards Byzantine-robust federated embodied agent learning, in this paper, we study the attack and defense for the task of vision-and-language navigation (VLN), where the agent is required to follow natural language instructions to navigate indoor environments. First, we introduce a simple but effective attack strategy, Navigation as Wish (NAW), in which the malicious client manipulates local trajectory data to implant a backdoor into the global model. Results on two VLN datasets (R2R and RxR) show that NAW can easily navigate the deployed VLN agent regardless of the language instruction, without affecting its performance on normal test sets. Then, we propose a new Prompt-Based Aggregation (PBA) to defend against the NAW attack in federated VLN, which provides the server with a ''prompt'' of the vision-and-language alignment variance between the benign and malicious clients so that they can be distinguished during training. We validate the effectiveness of the PBA method on protecting the global model from the NAW attack, which outperforms other state-of-the-art defense methods by a large margin in the defense metrics on R2R and RxR.
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Recent works on Lottery Ticket Hypothesis have shown that pre-trained language models (PLMs) contain smaller matching subnetworks(winning tickets) which are capable of reaching accuracy comparable to the original models. However, these tickets are proved to be notrobust to adversarial examples, and even worse than their PLM counterparts. To address this problem, we propose a novel method based on learning binary weight masks to identify robust tickets hidden in the original PLMs. Since the loss is not differentiable for the binary mask, we assign the hard concrete distribution to the masks and encourage their sparsity using a smoothing approximation of L0 regularization.Furthermore, we design an adversarial loss objective to guide the search for robust tickets and ensure that the tickets perform well bothin accuracy and robustness. Experimental results show the significant improvement of the proposed method over previous work on adversarial robustness evaluation.
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Rates of missing data often depend on record-keeping policies and thus may change across times and locations, even when the underlying features are comparatively stable. In this paper, we introduce the problem of Domain Adaptation under Missingness Shift (DAMS). Here, (labeled) source data and (unlabeled) target data would be exchangeable but for different missing data mechanisms. We show that when missing data indicators are available, DAMS can reduce to covariate shift. Focusing on the setting where missing data indicators are absent, we establish the following theoretical results for underreporting completely at random: (i) covariate shift is violated (adaptation is required); (ii) the optimal source predictor can perform worse on the target domain than a constant one; (iii) the optimal target predictor can be identified, even when the missingness rates themselves are not; and (iv) for linear models, a simple analytic adjustment yields consistent estimates of the optimal target parameters. In experiments on synthetic and semi-synthetic data, we demonstrate the promise of our methods when assumptions hold. Finally, we discuss a rich family of future extensions.
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对比学习在视频表示学习中表现出了巨大的潜力。但是,现有方法无法充分利用短期运动动态,这对于各种下游视频理解任务至关重要。在本文中,我们提出了运动敏感的对比度学习(MSCL),该学习将光学流捕获的运动信息注入RGB帧中,以增强功能学习。为了实现这一目标,除了剪辑级全球对比度学习外,我们还开发了局部运动对比度学习(LMCL),具有两种模式的框架级对比目标。此外,我们引入流动旋转增强(FRA),以生成额外的运动除件负面样品和运动差分采样(MDS)以准确筛选训练样品。对标准基准测试的广泛实验验证了该方法的有效性。以常用的3D RESNET-18为骨干,我们在UCF101上获得了91.5 \%的前1个精度,而在视频分类中进行了一些v2的v2,以及65.6 \%的top-1 top-1召回ucf1011对于视频检索,特别是改善了最新的。
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