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FAC: 3D Representation Learning via Foreground Aware Feature Contrast

Contrastive learning has recently demonstrated great potential for unsupervised pre-training in 3D scene understanding tasks. However, most existing work randomly selects point features as anchors while building contrast, leading to a clear bias toward background points that often dominate in 3D scenes. Also, object awareness and foreground-to-background discrimination are neglected, making contrastive learning less effective. To tackle these issues, we propose a general foreground-aware feature contrast (FAC) framework to learn more effective point cloud representations in pre-training. FAC consists of two novel contrast designs to construct more effective and informative contrast pairs. The first is building positive pairs within the same foreground segment where points tend to have the same semantics. The second is that we prevent over-discrimination between 3D segments/objects and encourage foreground-to-background distinctions at the segment level with adaptive feature learning in a Siamese correspondence network, which adaptively learns feature correlations within and across point cloud views effectively. Visualization with point activation maps shows that our contrast pairs capture clear correspondences among foreground regions during pre-training. Quantitative experiments also show that FAC achieves superior knowledge transfer and data efficiency in various downstream 3D semantic segmentation and object detection tasks.

ImageNet3D: Towards General-Purpose Object-Level 3D Understanding

A vision model with general-purpose object-level 3D understanding should be capable of inferring both 2D (e.g., class name and bounding box) and 3D information (e.g., 3D location and 3D viewpoint) for arbitrary rigid objects in natural images. This is a challenging task, as it involves inferring 3D information from 2D signals and most importantly, generalizing to rigid objects from unseen categories. However, existing datasets with object-level 3D annotations are often limited by the number of categories or the quality of annotations. Models developed on these datasets become specialists for certain categories or domains, and fail to generalize. In this work, we present ImageNet3D, a large dataset for general-purpose object-level 3D understanding. ImageNet3D augments 200 categories from the ImageNet dataset with 2D bounding box, 3D pose, 3D location annotations, and image captions interleaved with 3D information. With the new annotations available in ImageNet3D, we could (i) analyze the object-level 3D awareness of visual foundation models, and (ii) study and develop general-purpose models that infer both 2D and 3D information for arbitrary rigid objects in natural images, and (iii) integrate unified 3D models with large language models for 3D-related reasoning.. We consider two new tasks, probing of object-level 3D awareness and open vocabulary pose estimation, besides standard classification and pose estimation. Experimental results on ImageNet3D demonstrate the potential of our dataset in building vision models with stronger general-purpose object-level 3D understanding.

3DiffTection: 3D Object Detection with Geometry-Aware Diffusion Features

We present 3DiffTection, a state-of-the-art method for 3D object detection from single images, leveraging features from a 3D-aware diffusion model. Annotating large-scale image data for 3D detection is resource-intensive and time-consuming. Recently, pretrained large image diffusion models have become prominent as effective feature extractors for 2D perception tasks. However, these features are initially trained on paired text and image data, which are not optimized for 3D tasks, and often exhibit a domain gap when applied to the target data. Our approach bridges these gaps through two specialized tuning strategies: geometric and semantic. For geometric tuning, we fine-tune a diffusion model to perform novel view synthesis conditioned on a single image, by introducing a novel epipolar warp operator. This task meets two essential criteria: the necessity for 3D awareness and reliance solely on posed image data, which are readily available (e.g., from videos) and does not require manual annotation. For semantic refinement, we further train the model on target data with detection supervision. Both tuning phases employ ControlNet to preserve the integrity of the original feature capabilities. In the final step, we harness these enhanced capabilities to conduct a test-time prediction ensemble across multiple virtual viewpoints. Through our methodology, we obtain 3D-aware features that are tailored for 3D detection and excel in identifying cross-view point correspondences. Consequently, our model emerges as a powerful 3D detector, substantially surpassing previous benchmarks, e.g., Cube-RCNN, a precedent in single-view 3D detection by 9.43\% in AP3D on the Omni3D-ARkitscene dataset. Furthermore, 3DiffTection showcases robust data efficiency and generalization to cross-domain data.

Localized Gaussian Splatting Editing with Contextual Awareness

Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.

MOVIS: Enhancing Multi-Object Novel View Synthesis for Indoor Scenes

Repurposing pre-trained diffusion models has been proven to be effective for NVS. However, these methods are mostly limited to a single object; directly applying such methods to compositional multi-object scenarios yields inferior results, especially incorrect object placement and inconsistent shape and appearance under novel views. How to enhance and systematically evaluate the cross-view consistency of such models remains under-explored. To address this issue, we propose MOVIS to enhance the structural awareness of the view-conditioned diffusion model for multi-object NVS in terms of model inputs, auxiliary tasks, and training strategy. First, we inject structure-aware features, including depth and object mask, into the denoising U-Net to enhance the model's comprehension of object instances and their spatial relationships. Second, we introduce an auxiliary task requiring the model to simultaneously predict novel view object masks, further improving the model's capability in differentiating and placing objects. Finally, we conduct an in-depth analysis of the diffusion sampling process and carefully devise a structure-guided timestep sampling scheduler during training, which balances the learning of global object placement and fine-grained detail recovery. To systematically evaluate the plausibility of synthesized images, we propose to assess cross-view consistency and novel view object placement alongside existing image-level NVS metrics. Extensive experiments on challenging synthetic and realistic datasets demonstrate that our method exhibits strong generalization capabilities and produces consistent novel view synthesis, highlighting its potential to guide future 3D-aware multi-object NVS tasks.

CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation

In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.

Griffon: Spelling out All Object Locations at Any Granularity with Large Language Models

Replicating the innate human ability to detect all objects based on free-form texts at any granularity remains a formidable challenge for Vision-Language models. Current Large Vision Language Models (LVLMs) are predominantly constrained to grounding a single, pre-existing object, relying solely on data from Referring Expression Comprehension tasks. The limitation leads to a compromise in model design, necessitating the introduction of visual expert models or the integration of customized head structures. Beyond these constraints, our research delves into the untapped potential of LVLMs and uncover their inherent capability for basic object perception, allowing them to accurately identify and locate objects of interest. Building on this insight, we introduce a novel language-prompted localization dataset designed to fully unleash the capabilities of LVLMs in integrating fine-grained object perception with precise location awareness. More importantly, we present Griffon, a purely LVLM-based baseline, which does not require the introduction of any special tokens, expert models, or additional detection modules. It simply maintains a consistent structure with popular LVLMs by unifying data formats across various localization-related scenarios and is trained end-to-end through a well-designed pipeline. Comprehensive experiments demonstrate that Griffon not only achieves state-of-the-art performance on the fine-grained RefCOCO series but also approaches the capabilities of the expert model Faster RCNN on the detection benchmark MSCOCO.

AnchorCrafter: Animate CyberAnchors Saling Your Products via Human-Object Interacting Video Generation

The automatic generation of anchor-style product promotion videos presents promising opportunities in online commerce, advertising, and consumer engagement. However, this remains a challenging task despite significant advancements in pose-guided human video generation. In addressing this challenge, we identify the integration of human-object interactions (HOI) into pose-guided human video generation as a core issue. To this end, we introduce AnchorCrafter, a novel diffusion-based system designed to generate 2D videos featuring a target human and a customized object, achieving high visual fidelity and controllable interactions. Specifically, we propose two key innovations: the HOI-appearance perception, which enhances object appearance recognition from arbitrary multi-view perspectives and disentangles object and human appearance, and the HOI-motion injection, which enables complex human-object interactions by overcoming challenges in object trajectory conditioning and inter-occlusion management. Additionally, we introduce the HOI-region reweighting loss, a training objective that enhances the learning of object details. Extensive experiments demonstrate that our proposed system outperforms existing methods in preserving object appearance and shape awareness, while simultaneously maintaining consistency in human appearance and motion. Project page: https://cangcz.github.io/Anchor-Crafter/

Teaching VLMs to Localize Specific Objects from In-context Examples

Vision-Language Models (VLMs) have shown remarkable capabilities across diverse visual tasks, including image recognition, video understanding, and Visual Question Answering (VQA) when explicitly trained for these tasks. Despite these advances, we find that current VLMs lack a fundamental cognitive ability: learning to localize objects in a scene by taking into account the context. In this work, we focus on the task of few-shot personalized localization, where a model is given a small set of annotated images (in-context examples) -- each with a category label and bounding box -- and is tasked with localizing the same object type in a query image. To provoke personalized localization abilities in models, we present a data-centric solution that fine-tunes them using carefully curated data from video object tracking datasets. By leveraging sequences of frames tracking the same object across multiple shots, we simulate instruction-tuning dialogues that promote context awareness. To reinforce this, we introduce a novel regularization technique that replaces object labels with pseudo-names, ensuring the model relies on visual context rather than prior knowledge. Our method significantly enhances few-shot localization performance without sacrificing generalization, as demonstrated on several benchmarks tailored to personalized localization. This work is the first to explore and benchmark personalized few-shot localization for VLMs, laying a foundation for future research in context-driven vision-language applications. The code for our project is available at https://github.com/SivanDoveh/IPLoc

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

Tackling the Challenges in Scene Graph Generation with Local-to-Global Interactions

In this work, we seek new insights into the underlying challenges of the Scene Graph Generation (SGG) task. Quantitative and qualitative analysis of the Visual Genome dataset implies -- 1) Ambiguity: even if inter-object relationship contains the same object (or predicate), they may not be visually or semantically similar, 2) Asymmetry: despite the nature of the relationship that embodied the direction, it was not well addressed in previous studies, and 3) Higher-order contexts: leveraging the identities of certain graph elements can help to generate accurate scene graphs. Motivated by the analysis, we design a novel SGG framework, Local-to-Global Interaction Networks (LOGIN). Locally, interactions extract the essence between three instances of subject, object, and background, while baking direction awareness into the network by explicitly constraining the input order of subject and object. Globally, interactions encode the contexts between every graph component (i.e., nodes and edges). Finally, Attract & Repel loss is utilized to fine-tune the distribution of predicate embeddings. By design, our framework enables predicting the scene graph in a bottom-up manner, leveraging the possible complementariness. To quantify how much LOGIN is aware of relational direction, a new diagnostic task called Bidirectional Relationship Classification (BRC) is also proposed. Experimental results demonstrate that LOGIN can successfully distinguish relational direction than existing methods (in BRC task), while showing state-of-the-art results on the Visual Genome benchmark (in SGG task).

UniBench: Visual Reasoning Requires Rethinking Vision-Language Beyond Scaling

Significant research efforts have been made to scale and improve vision-language model (VLM) training approaches. Yet, with an ever-growing number of benchmarks, researchers are tasked with the heavy burden of implementing each protocol, bearing a non-trivial computational cost, and making sense of how all these benchmarks translate into meaningful axes of progress. To facilitate a systematic evaluation of VLM progress, we introduce UniBench: a unified implementation of 50+ VLM benchmarks spanning a comprehensive range of carefully categorized capabilities from object recognition to spatial awareness, counting, and much more. We showcase the utility of UniBench for measuring progress by evaluating nearly 60 publicly available vision-language models, trained on scales of up to 12.8B samples. We find that while scaling training data or model size can boost many vision-language model capabilities, scaling offers little benefit for reasoning or relations. Surprisingly, we also discover today's best VLMs struggle on simple digit recognition and counting tasks, e.g. MNIST, which much simpler networks can solve. Where scale falls short, we find that more precise interventions, such as data quality or tailored-learning objectives offer more promise. For practitioners, we also offer guidance on selecting a suitable VLM for a given application. Finally, we release an easy-to-run UniBench code-base with the full set of 50+ benchmarks and comparisons across 59 models as well as a distilled, representative set of benchmarks that runs in 5 minutes on a single GPU.

3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of areas, such as autonomous navigation, robotics, and AR/VR. While large multi-modal models (LMMs) have achieved remarkable progress in a wide range of image and video understanding tasks, their capabilities to perform 3D spatial reasoning on diverse natural images are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 2,772 manually annotated visual question-answer pairs across 12 question types. We conduct robust and thorough evaluation of 3D spatial reasoning capabilities by balancing the data distribution and adopting a novel FlipEval strategy. To further study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench includes two subsets with 3D spatial reasoning questions on paired images with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, uncovering their limitations in various aspects of 3D awareness, such as height, orientation, location, and multi-object reasoning, as well as their degraded performance on images with uncommon camera viewpoints. Our 3DSRBench provide valuable findings and insights about the future development of LMMs with strong 3D reasoning capabilities. Our project page and dataset is available https://3dsrbench.github.io.

OAT: Object-Level Attention Transformer for Gaze Scanpath Prediction

Visual search is important in our daily life. The efficient allocation of visual attention is critical to effectively complete visual search tasks. Prior research has predominantly modelled the spatial allocation of visual attention in images at the pixel level, e.g. using a saliency map. However, emerging evidence shows that visual attention is guided by objects rather than pixel intensities. This paper introduces the Object-level Attention Transformer (OAT), which predicts human scanpaths as they search for a target object within a cluttered scene of distractors. OAT uses an encoder-decoder architecture. The encoder captures information about the position and appearance of the objects within an image and about the target. The decoder predicts the gaze scanpath as a sequence of object fixations, by integrating output features from both the encoder and decoder. We also propose a new positional encoding that better reflects spatial relationships between objects. We evaluated OAT on the Amazon book cover dataset and a new dataset for visual search that we collected. OAT's predicted gaze scanpaths align more closely with human gaze patterns, compared to predictions by algorithms based on spatial attention on both established metrics and a novel behavioural-based metric. Our results demonstrate the generalization ability of OAT, as it accurately predicts human scanpaths for unseen layouts and target objects.

Shepherding Slots to Objects: Towards Stable and Robust Object-Centric Learning

Object-centric learning (OCL) aspires general and compositional understanding of scenes by representing a scene as a collection of object-centric representations. OCL has also been extended to multi-view image and video datasets to apply various data-driven inductive biases by utilizing geometric or temporal information in the multi-image data. Single-view images carry less information about how to disentangle a given scene than videos or multi-view images do. Hence, owing to the difficulty of applying inductive biases, OCL for single-view images remains challenging, resulting in inconsistent learning of object-centric representation. To this end, we introduce a novel OCL framework for single-view images, SLot Attention via SHepherding (SLASH), which consists of two simple-yet-effective modules on top of Slot Attention. The new modules, Attention Refining Kernel (ARK) and Intermediate Point Predictor and Encoder (IPPE), respectively, prevent slots from being distracted by the background noise and indicate locations for slots to focus on to facilitate learning of object-centric representation. We also propose a weak semi-supervision approach for OCL, whilst our proposed framework can be used without any assistant annotation during the inference. Experiments show that our proposed method enables consistent learning of object-centric representation and achieves strong performance across four datasets. Code is available at https://github.com/object-understanding/SLASH.

Hyp-OW: Exploiting Hierarchical Structure Learning with Hyperbolic Distance Enhances Open World Object Detection

Open World Object Detection (OWOD) is a challenging and realistic task that extends beyond the scope of standard Object Detection task. It involves detecting both known and unknown objects while integrating learned knowledge for future tasks. However, the level of "unknownness" varies significantly depending on the context. For example, a tree is typically considered part of the background in a self-driving scene, but it may be significant in a household context. We argue that this contextual information should already be embedded within the known classes. In other words, there should be a semantic or latent structure relationship between the known and unknown items to be discovered. Motivated by this observation, we propose Hyp-OW, a method that learns and models hierarchical representation of known items through a SuperClass Regularizer. Leveraging this representation allows us to effectively detect unknown objects using a similarity distance-based relabeling module. Extensive experiments on benchmark datasets demonstrate the effectiveness of Hyp-OW, achieving improvement in both known and unknown detection (up to 6 percent). These findings are particularly pronounced in our newly designed benchmark, where a strong hierarchical structure exists between known and unknown objects. Our code can be found at https://github.com/tldoan/-HYP-OW-AAAI-2024-

V3Det Challenge 2024 on Vast Vocabulary and Open Vocabulary Object Detection: Methods and Results

Detecting objects in real-world scenes is a complex task due to various challenges, including the vast range of object categories, and potential encounters with previously unknown or unseen objects. The challenges necessitate the development of public benchmarks and challenges to advance the field of object detection. Inspired by the success of previous COCO and LVIS Challenges, we organize the V3Det Challenge 2024 in conjunction with the 4th Open World Vision Workshop: Visual Perception via Learning in an Open World (VPLOW) at CVPR 2024, Seattle, US. This challenge aims to push the boundaries of object detection research and encourage innovation in this field. The V3Det Challenge 2024 consists of two tracks: 1) Vast Vocabulary Object Detection: This track focuses on detecting objects from a large set of 13204 categories, testing the detection algorithm's ability to recognize and locate diverse objects. 2) Open Vocabulary Object Detection: This track goes a step further, requiring algorithms to detect objects from an open set of categories, including unknown objects. In the following sections, we will provide a comprehensive summary and analysis of the solutions submitted by participants. By analyzing the methods and solutions presented, we aim to inspire future research directions in vast vocabulary and open-vocabulary object detection, driving progress in this field. Challenge homepage: https://v3det.openxlab.org.cn/challenge

OCTScenes: A Versatile Real-World Dataset of Tabletop Scenes for Object-Centric Learning

Humans possess the cognitive ability to comprehend scenes in a compositional manner. To empower AI systems with similar abilities, object-centric representation learning aims to acquire representations of individual objects from visual scenes without any supervision. Although recent advancements in object-centric representation learning have achieved remarkable progress on complex synthesis datasets, there is a huge challenge for application in complex real-world scenes. One of the essential reasons is the scarcity of real-world datasets specifically tailored to object-centric representation learning methods. To solve this problem, we propose a versatile real-world dataset of tabletop scenes for object-centric learning called OCTScenes, which is meticulously designed to serve as a benchmark for comparing, evaluating and analyzing object-centric representation learning methods. OCTScenes contains 5000 tabletop scenes with a total of 15 everyday objects. Each scene is captured in 60 frames covering a 360-degree perspective. Consequently, OCTScenes is a versatile benchmark dataset that can simultaneously satisfy the evaluation of object-centric representation learning methods across static scenes, dynamic scenes, and multi-view scenes tasks. Extensive experiments of object-centric representation learning methods for static, dynamic and multi-view scenes are conducted on OCTScenes. The results demonstrate the shortcomings of state-of-the-art methods for learning meaningful representations from real-world data, despite their impressive performance on complex synthesis datasets. Furthermore, OCTScenes can serves as a catalyst for advancing existing state-of-the-art methods, inspiring them to adapt to real-world scenes. Dataset and code are available at https://huggingface.co/datasets/Yinxuan/OCTScenes.

Towards Open-Ended Visual Recognition with Large Language Model

Localizing and recognizing objects in the open-ended physical world poses a long-standing challenge within the domain of machine perception. Recent methods have endeavored to address the issue by employing a class-agnostic mask (or box) proposal model, complemented by an open-vocabulary classifier (e.g., CLIP) using pre-extracted text embeddings. However, it is worth noting that these open-vocabulary recognition models still exhibit limitations in practical applications. On one hand, they rely on the provision of class names during testing, where the recognition performance heavily depends on this predefined set of semantic classes by users. On the other hand, when training with multiple datasets, human intervention is required to alleviate the label definition conflict between them. In this paper, we introduce the OmniScient Model (OSM), a novel Large Language Model (LLM) based mask classifier, as a straightforward and effective solution to the aforementioned challenges. Specifically, OSM predicts class labels in a generative manner, thus removing the supply of class names during both training and testing. It also enables cross-dataset training without any human interference, exhibiting robust generalization capabilities due to the world knowledge acquired from the LLM. By combining OSM with an off-the-shelf mask proposal model, we present promising results on various benchmarks, and demonstrate its effectiveness in handling novel concepts. Code/model are available at https://github.com/bytedance/OmniScient-Model.

Through-The-Mask: Mask-based Motion Trajectories for Image-to-Video Generation

We consider the task of Image-to-Video (I2V) generation, which involves transforming static images into realistic video sequences based on a textual description. While recent advancements produce photorealistic outputs, they frequently struggle to create videos with accurate and consistent object motion, especially in multi-object scenarios. To address these limitations, we propose a two-stage compositional framework that decomposes I2V generation into: (i) An explicit intermediate representation generation stage, followed by (ii) A video generation stage that is conditioned on this representation. Our key innovation is the introduction of a mask-based motion trajectory as an intermediate representation, that captures both semantic object information and motion, enabling an expressive but compact representation of motion and semantics. To incorporate the learned representation in the second stage, we utilize object-level attention objectives. Specifically, we consider a spatial, per-object, masked-cross attention objective, integrating object-specific prompts into corresponding latent space regions and a masked spatio-temporal self-attention objective, ensuring frame-to-frame consistency for each object. We evaluate our method on challenging benchmarks with multi-object and high-motion scenarios and empirically demonstrate that the proposed method achieves state-of-the-art results in temporal coherence, motion realism, and text-prompt faithfulness. Additionally, we introduce \benchmark, a new challenging benchmark for single-object and multi-object I2V generation, and demonstrate our method's superiority on this benchmark. Project page is available at https://guyyariv.github.io/TTM/.

Selective Visual Representations Improve Convergence and Generalization for Embodied AI

Embodied AI models often employ off the shelf vision backbones like CLIP to encode their visual observations. Although such general purpose representations encode rich syntactic and semantic information about the scene, much of this information is often irrelevant to the specific task at hand. This introduces noise within the learning process and distracts the agent's focus from task-relevant visual cues. Inspired by selective attention in humans-the process through which people filter their perception based on their experiences, knowledge, and the task at hand-we introduce a parameter-efficient approach to filter visual stimuli for embodied AI. Our approach induces a task-conditioned bottleneck using a small learnable codebook module. This codebook is trained jointly to optimize task reward and acts as a task-conditioned selective filter over the visual observation. Our experiments showcase state-of-the-art performance for object goal navigation and object displacement across 5 benchmarks, ProcTHOR, ArchitecTHOR, RoboTHOR, AI2-iTHOR, and ManipulaTHOR. The filtered representations produced by the codebook are also able generalize better and converge faster when adapted to other simulation environments such as Habitat. Our qualitative analyses show that agents explore their environments more effectively and their representations retain task-relevant information like target object recognition while ignoring superfluous information about other objects. Code and pretrained models are available at our project website: https://embodied-codebook.github.io.

The Tensor Brain: Semantic Decoding for Perception and Memory

We analyse perception and memory, using mathematical models for knowledge graphs and tensors, to gain insights into the corresponding functionalities of the human mind. Our discussion is based on the concept of propositional sentences consisting of subject-predicate-object (SPO) triples for expressing elementary facts. SPO sentences are the basis for most natural languages but might also be important for explicit perception and declarative memories, as well as intra-brain communication and the ability to argue and reason. A set of SPO sentences can be described as a knowledge graph, which can be transformed into an adjacency tensor. We introduce tensor models, where concepts have dual representations as indices and associated embeddings, two constructs we believe are essential for the understanding of implicit and explicit perception and memory in the brain. We argue that a biological realization of perception and memory imposes constraints on information processing. In particular, we propose that explicit perception and declarative memories require a semantic decoder, which, in a simple realization, is based on four layers: First, a sensory memory layer, as a buffer for sensory input, second, an index layer representing concepts, third, a memoryless representation layer for the broadcasting of information ---the "blackboard", or the "canvas" of the brain--- and fourth, a working memory layer as a processing center and data buffer. We discuss the operations of the four layers and relate them to the global workspace theory. In a Bayesian brain interpretation, semantic memory defines the prior for observable triple statements. We propose that ---in evolution and during development--- semantic memory, episodic memory, and natural language evolved as emergent properties in agents' process to gain a deeper understanding of sensory information.

Object Detectors in the Open Environment: Challenges, Solutions, and Outlook

With the emergence of foundation models, deep learning-based object detectors have shown practical usability in closed set scenarios. However, for real-world tasks, object detectors often operate in open environments, where crucial factors (e.g., data distribution, objective) that influence model learning are often changing. The dynamic and intricate nature of the open environment poses novel and formidable challenges to object detectors. Unfortunately, current research on object detectors in open environments lacks a comprehensive analysis of their distinctive characteristics, challenges, and corresponding solutions, which hinders their secure deployment in critical real-world scenarios. This paper aims to bridge this gap by conducting a comprehensive review and analysis of object detectors in open environments. We initially identified limitations of key structural components within the existing detection pipeline and propose the open environment object detector challenge framework that includes four quadrants (i.e., out-of-domain, out-of-category, robust learning, and incremental learning) based on the dimensions of the data / target changes. For each quadrant of challenges in the proposed framework, we present a detailed description and systematic analysis of the overarching goals and core difficulties, systematically review the corresponding solutions, and benchmark their performance over multiple widely adopted datasets. In addition, we engage in a discussion of open problems and potential avenues for future research. This paper aims to provide a fresh, comprehensive, and systematic understanding of the challenges and solutions associated with open-environment object detectors, thus catalyzing the development of more solid applications in real-world scenarios. A project related to this survey can be found at https://github.com/LiangSiyuan21/OEOD_Survey.

EgoObjects: A Large-Scale Egocentric Dataset for Fine-Grained Object Understanding

Object understanding in egocentric visual data is arguably a fundamental research topic in egocentric vision. However, existing object datasets are either non-egocentric or have limitations in object categories, visual content, and annotation granularities. In this work, we introduce EgoObjects, a large-scale egocentric dataset for fine-grained object understanding. Its Pilot version contains over 9K videos collected by 250 participants from 50+ countries using 4 wearable devices, and over 650K object annotations from 368 object categories. Unlike prior datasets containing only object category labels, EgoObjects also annotates each object with an instance-level identifier, and includes over 14K unique object instances. EgoObjects was designed to capture the same object under diverse background complexities, surrounding objects, distance, lighting and camera motion. In parallel to the data collection, we conducted data annotation by developing a multi-stage federated annotation process to accommodate the growing nature of the dataset. To bootstrap the research on EgoObjects, we present a suite of 4 benchmark tasks around the egocentric object understanding, including a novel instance level- and the classical category level object detection. Moreover, we also introduce 2 novel continual learning object detection tasks. The dataset and API are available at https://github.com/facebookresearch/EgoObjects.

PROB: Probabilistic Objectness for Open World Object Detection

Open World Object Detection (OWOD) is a new and challenging computer vision task that bridges the gap between classic object detection (OD) benchmarks and object detection in the real world. In addition to detecting and classifying seen/labeled objects, OWOD algorithms are expected to detect novel/unknown objects - which can be classified and incrementally learned. In standard OD, object proposals not overlapping with a labeled object are automatically classified as background. Therefore, simply applying OD methods to OWOD fails as unknown objects would be predicted as background. The challenge of detecting unknown objects stems from the lack of supervision in distinguishing unknown objects and background object proposals. Previous OWOD methods have attempted to overcome this issue by generating supervision using pseudo-labeling - however, unknown object detection has remained low. Probabilistic/generative models may provide a solution for this challenge. Herein, we introduce a novel probabilistic framework for objectness estimation, where we alternate between probability distribution estimation and objectness likelihood maximization of known objects in the embedded feature space - ultimately allowing us to estimate the objectness probability of different proposals. The resulting Probabilistic Objectness transformer-based open-world detector, PROB, integrates our framework into traditional object detection models, adapting them for the open-world setting. Comprehensive experiments on OWOD benchmarks show that PROB outperforms all existing OWOD methods in both unknown object detection (sim 2times unknown recall) and known object detection (sim 10% mAP). Our code will be made available upon publication at https://github.com/orrzohar/PROB.

Training-Free Open-Ended Object Detection and Segmentation via Attention as Prompts

Existing perception models achieve great success by learning from large amounts of labeled data, but they still struggle with open-world scenarios. To alleviate this issue, researchers introduce open-set perception tasks to detect or segment unseen objects in the training set. However, these models require predefined object categories as inputs during inference, which are not available in real-world scenarios. Recently, researchers pose a new and more practical problem, i.e., open-ended object detection, which discovers unseen objects without any object categories as inputs. In this paper, we present VL-SAM, a training-free framework that combines the generalized object recognition model (i.e., Vision-Language Model) with the generalized object localization model (i.e., Segment-Anything Model), to address the open-ended object detection and segmentation task. Without additional training, we connect these two generalized models with attention maps as the prompts. Specifically, we design an attention map generation module by employing head aggregation and a regularized attention flow to aggregate and propagate attention maps across all heads and layers in VLM, yielding high-quality attention maps. Then, we iteratively sample positive and negative points from the attention maps with a prompt generation module and send the sampled points to SAM to segment corresponding objects. Experimental results on the long-tail instance segmentation dataset (LVIS) show that our method surpasses the previous open-ended method on the object detection task and can provide additional instance segmentation masks. Besides, VL-SAM achieves favorable performance on the corner case object detection dataset (CODA), demonstrating the effectiveness of VL-SAM in real-world applications. Moreover, VL-SAM exhibits good model generalization that can incorporate various VLMs and SAMs.

AGLA: Mitigating Object Hallucinations in Large Vision-Language Models with Assembly of Global and Local Attention

Despite their great success across various multimodal tasks, Large Vision-Language Models (LVLMs) are facing a prevalent problem with object hallucinations, where the generated textual responses are inconsistent with ground-truth objects in the given image. This paper investigates various LVLMs and pinpoints attention deficiency toward discriminative local image features as one root cause of object hallucinations. Specifically, LVLMs predominantly attend to prompt-independent global image features, while failing to capture prompt-relevant local features, consequently undermining the visual grounding capacity of LVLMs and leading to hallucinations. To this end, we propose Assembly of Global and Local Attention (AGLA), a training-free and plug-and-play approach that mitigates object hallucinations by exploring an ensemble of global features for response generation and local features for visual discrimination simultaneously. Our approach exhibits an image-prompt matching scheme that captures prompt-relevant local features from images, leading to an augmented view of the input image where prompt-relevant content is reserved while irrelevant distractions are masked. With the augmented view, a calibrated decoding distribution can be derived by integrating generative global features from the original image and discriminative local features from the augmented image. Extensive experiments show that AGLA consistently mitigates object hallucinations and enhances general perception capability for LVLMs across various discriminative and generative benchmarks. Our code will be released at https://github.com/Lackel/AGLA.

Object-Aware Distillation Pyramid for Open-Vocabulary Object Detection

Open-vocabulary object detection aims to provide object detectors trained on a fixed set of object categories with the generalizability to detect objects described by arbitrary text queries. Previous methods adopt knowledge distillation to extract knowledge from Pretrained Vision-and-Language Models (PVLMs) and transfer it to detectors. However, due to the non-adaptive proposal cropping and single-level feature mimicking processes, they suffer from information destruction during knowledge extraction and inefficient knowledge transfer. To remedy these limitations, we propose an Object-Aware Distillation Pyramid (OADP) framework, including an Object-Aware Knowledge Extraction (OAKE) module and a Distillation Pyramid (DP) mechanism. When extracting object knowledge from PVLMs, the former adaptively transforms object proposals and adopts object-aware mask attention to obtain precise and complete knowledge of objects. The latter introduces global and block distillation for more comprehensive knowledge transfer to compensate for the missing relation information in object distillation. Extensive experiments show that our method achieves significant improvement compared to current methods. Especially on the MS-COCO dataset, our OADP framework reaches 35.6 mAP^{N}_{50}, surpassing the current state-of-the-art method by 3.3 mAP^{N}_{50}. Code is released at https://github.com/LutingWang/OADP.

Grounding 3D Object Affordance from 2D Interactions in Images

Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.

Feat2GS: Probing Visual Foundation Models with Gaussian Splatting

Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.

From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos

Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.

DAViD: Modeling Dynamic Affordance of 3D Objects using Pre-trained Video Diffusion Models

Understanding the ability of humans to use objects is crucial for AI to improve daily life. Existing studies for learning such ability focus on human-object patterns (e.g., contact, spatial relation, orientation) in static situations, and learning Human-Object Interaction (HOI) patterns over time (i.e., movement of human and object) is relatively less explored. In this paper, we introduce a novel type of affordance named Dynamic Affordance. For a given input 3D object mesh, we learn dynamic affordance which models the distribution of both (1) human motion and (2) human-guided object pose during interactions. As a core idea, we present a method to learn the 3D dynamic affordance from synthetically generated 2D videos, leveraging a pre-trained video diffusion model. Specifically, we propose a pipeline that first generates 2D HOI videos from the 3D object and then lifts them into 3D to generate 4D HOI samples. Once we generate diverse 4D HOI samples on various target objects, we train our DAViD, where we present a method based on the Low-Rank Adaptation (LoRA) module for pre-trained human motion diffusion model (MDM) and an object pose diffusion model with human pose guidance. Our motion diffusion model is extended for multi-object interactions, demonstrating the advantage of our pipeline with LoRA for combining the concepts of object usage. Through extensive experiments, we demonstrate our DAViD outperforms the baselines in generating human motion with HOIs.

More Context, Less Distraction: Visual Classification by Inferring and Conditioning on Contextual Attributes

CLIP, as a foundational vision language model, is widely used in zero-shot image classification due to its ability to understand various visual concepts and natural language descriptions. However, how to fully leverage CLIP's unprecedented human-like understanding capabilities to achieve better zero-shot classification is still an open question. This paper draws inspiration from the human visual perception process: a modern neuroscience view suggests that in classifying an object, humans first infer its class-independent attributes (e.g., background and orientation) which help separate the foreground object from the background, and then make decisions based on this information. Inspired by this, we observe that providing CLIP with contextual attributes improves zero-shot classification and mitigates reliance on spurious features. We also observe that CLIP itself can reasonably infer the attributes from an image. With these observations, we propose a training-free, two-step zero-shot classification method named PerceptionCLIP. Given an image, it first infers contextual attributes (e.g., background) and then performs object classification conditioning on them. Our experiments show that PerceptionCLIP achieves better generalization, group robustness, and better interpretability. For example, PerceptionCLIP with ViT-L/14 improves the worst group accuracy by 16.5% on the Waterbirds dataset and by 3.5% on CelebA.

Intent3D: 3D Object Detection in RGB-D Scans Based on Human Intention

In real-life scenarios, humans seek out objects in the 3D world to fulfill their daily needs or intentions. This inspires us to introduce 3D intention grounding, a new task in 3D object detection employing RGB-D, based on human intention, such as "I want something to support my back". Closely related, 3D visual grounding focuses on understanding human reference. To achieve detection based on human intention, it relies on humans to observe the scene, reason out the target that aligns with their intention ("pillow" in this case), and finally provide a reference to the AI system, such as "A pillow on the couch". Instead, 3D intention grounding challenges AI agents to automatically observe, reason and detect the desired target solely based on human intention. To tackle this challenge, we introduce the new Intent3D dataset, consisting of 44,990 intention texts associated with 209 fine-grained classes from 1,042 scenes of the ScanNet dataset. We also establish several baselines based on different language-based 3D object detection models on our benchmark. Finally, we propose IntentNet, our unique approach, designed to tackle this intention-based detection problem. It focuses on three key aspects: intention understanding, reasoning to identify object candidates, and cascaded adaptive learning that leverages the intrinsic priority logic of different losses for multiple objective optimization.

Slow Perception: Let's Perceive Geometric Figures Step-by-step

Recently, "visual o1" began to enter people's vision, with expectations that this slow-thinking design can solve visual reasoning tasks, especially geometric math problems. However, the reality is that current LVLMs (Large Vision Language Models) can hardly even accurately copy a geometric figure, let alone truly understand the complex inherent logic and spatial relationships within geometric shapes. We believe accurate copying (strong perception) is the first step to visual o1. Accordingly, we introduce the concept of "slow perception" (SP), which guides the model to gradually perceive basic point-line combinations, as our humans, reconstruct complex geometric structures progressively. There are two-fold stages in SP: a) perception decomposition. Perception is not instantaneous. In this stage, complex geometric figures are broken down into basic simple units to unify geometry representation. b) perception flow, which acknowledges that accurately tracing a line is not an easy task. This stage aims to avoid "long visual jumps" in regressing line segments by using a proposed "perceptual ruler" to trace each line stroke-by-stroke. Surprisingly, such a human-like perception manner enjoys an inference time scaling law -- the slower, the better. Researchers strive to speed up the model's perception in the past, but we slow it down again, allowing the model to read the image step-by-step and carefully.

The Consciousness Prior

A new prior is proposed for learning representations of high-level concepts of the kind we manipulate with language. This prior can be combined with other priors in order to help disentangling abstract factors from each other. It is inspired by cognitive neuroscience theories of consciousness, seen as a bottleneck through which just a few elements, after having been selected by attention from a broader pool, are then broadcast and condition further processing, both in perception and decision-making. The set of recently selected elements one becomes aware of is seen as forming a low-dimensional conscious state. This conscious state is combining the few concepts constituting a conscious thought, i.e., what one is immediately conscious of at a particular moment. We claim that this architectural and information-processing constraint corresponds to assumptions about the joint distribution between high-level concepts. To the extent that these assumptions are generally true (and the form of natural language seems consistent with them), they can form a useful prior for representation learning. A low-dimensional thought or conscious state is analogous to a sentence: it involves only a few variables and yet can make a statement with very high probability of being true. This is consistent with a joint distribution (over high-level concepts) which has the form of a sparse factor graph, i.e., where the dependencies captured by each factor of the factor graph involve only very few variables while creating a strong dip in the overall energy function. The consciousness prior also makes it natural to map conscious states to natural language utterances or to express classical AI knowledge in a form similar to facts and rules, albeit capturing uncertainty as well as efficient search mechanisms implemented by attention mechanisms.

The 3D-PC: a benchmark for visual perspective taking in humans and machines

Visual perspective taking (VPT) is the ability to perceive and reason about the perspectives of others. It is an essential feature of human intelligence, which develops over the first decade of life and requires an ability to process the 3D structure of visual scenes. A growing number of reports have indicated that deep neural networks (DNNs) become capable of analyzing 3D scenes after training on large image datasets. We investigated if this emergent ability for 3D analysis in DNNs is sufficient for VPT with the 3D perception challenge (3D-PC): a novel benchmark for 3D perception in humans and DNNs. The 3D-PC is comprised of three 3D-analysis tasks posed within natural scene images: 1. a simple test of object depth order, 2. a basic VPT task (VPT-basic), and 3. another version of VPT (VPT-Strategy) designed to limit the effectiveness of "shortcut" visual strategies. We tested human participants (N=33) and linearly probed or text-prompted over 300 DNNs on the challenge and found that nearly all of the DNNs approached or exceeded human accuracy in analyzing object depth order. Surprisingly, DNN accuracy on this task correlated with their object recognition performance. In contrast, there was an extraordinary gap between DNNs and humans on VPT-basic. Humans were nearly perfect, whereas most DNNs were near chance. Fine-tuning DNNs on VPT-basic brought them close to human performance, but they, unlike humans, dropped back to chance when tested on VPT-perturb. Our challenge demonstrates that the training routines and architectures of today's DNNs are well-suited for learning basic 3D properties of scenes and objects but are ill-suited for reasoning about these properties like humans do. We release our 3D-PC datasets and code to help bridge this gap in 3D perception between humans and machines.

LSceneLLM: Enhancing Large 3D Scene Understanding Using Adaptive Visual Preferences

Research on 3D Vision-Language Models (3D-VLMs) is gaining increasing attention, which is crucial for developing embodied AI within 3D scenes, such as visual navigation and embodied question answering. Due to the high density of visual features, especially in large 3D scenes, accurately locating task-relevant visual information is challenging. Existing works attempt to segment all objects and consider their features as scene representations. However, these task-agnostic object features include much redundant information and missing details for the task-relevant area. To tackle these problems, we propose LSceneLLM, an adaptive framework that automatically identifies task-relevant areas by leveraging LLM's visual preference for different tasks, followed by a plug-and-play scene magnifier module to capture fine-grained details in focused areas. Specifically, a dense token selector examines the attention map of LLM to identify visual preferences for the instruction input. It then magnifies fine-grained details of the focusing area. An adaptive self-attention module is leveraged to fuse the coarse-grained and selected fine-grained visual information. To comprehensively evaluate the large scene understanding ability of 3D-VLMs, we further introduce a cross-room understanding benchmark, XR-Scene, which contains a series of large scene understanding tasks including XR-QA, XR-EmbodiedPlanning, and XR-SceneCaption. Experiments show that our method surpasses existing methods on both large scene understanding and existing scene understanding benchmarks. Plunging our scene magnifier module into the existing 3D-VLMs also brings significant improvement.

Self-supervised learning of video representations from a child's perspective

Children learn powerful internal models of the world around them from a few years of egocentric visual experience. Can such internal models be learned from a child's visual experience with highly generic learning algorithms or do they require strong inductive biases? Recent advances in collecting large-scale, longitudinal, developmentally realistic video datasets and generic self-supervised learning (SSL) algorithms are allowing us to begin to tackle this nature vs. nurture question. However, existing work typically focuses on image-based SSL algorithms and visual capabilities that can be learned from static images (e.g. object recognition), thus ignoring temporal aspects of the world. To close this gap, here we train self-supervised video models on longitudinal, egocentric headcam recordings collected from a child over a two year period in their early development (6-31 months). The resulting models are highly effective at facilitating the learning of action concepts from a small number of labeled examples; they have favorable data size scaling properties; and they display emergent video interpolation capabilities. Video models also learn more robust object representations than image-based models trained with the exact same data. These results suggest that important temporal aspects of a child's internal model of the world may be learnable from their visual experience using highly generic learning algorithms and without strong inductive biases.

Boosting Open-Vocabulary Object Detection by Handling Background Samples

Open-vocabulary object detection is the task of accurately detecting objects from a candidate vocabulary list that includes both base and novel categories. Currently, numerous open-vocabulary detectors have achieved success by leveraging the impressive zero-shot capabilities of CLIP. However, we observe that CLIP models struggle to effectively handle background images (i.e. images without corresponding labels) due to their language-image learning methodology. This limitation results in suboptimal performance for open-vocabulary detectors that rely on CLIP when processing background samples. In this paper, we propose Background Information Representation for open-vocabulary Detector (BIRDet), a novel approach to address the limitations of CLIP in handling background samples. Specifically, we design Background Information Modeling (BIM) to replace the single, fixed background embedding in mainstream open-vocabulary detectors with dynamic scene information, and prompt it into image-related background representations. This method effectively enhances the ability to classify oversized regions as background. Besides, we introduce Partial Object Suppression (POS), an algorithm that utilizes the ratio of overlap area to address the issue of misclassifying partial regions as foreground. Experiments on OV-COCO and OV-LVIS benchmarks demonstrate that our proposed model is capable of achieving performance enhancements across various open-vocabulary detectors.

ActionVOS: Actions as Prompts for Video Object Segmentation

Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.

Open-Vocabulary Camouflaged Object Segmentation

Recently, the emergence of the large-scale vision-language model (VLM), such as CLIP, has opened the way towards open-world object perception. Many works have explored the utilization of pre-trained VLM for the challenging open-vocabulary dense prediction task that requires perceiving diverse objects with novel classes at inference time. Existing methods construct experiments based on the public datasets of related tasks, which are not tailored for open vocabulary and rarely involve imperceptible objects camouflaged in complex scenes due to data collection bias and annotation costs. To fill in the gaps, we introduce a new task, open-vocabulary camouflaged object segmentation (OVCOS), and construct a large-scale complex scene dataset (OVCamo) containing 11,483 hand-selected images with fine annotations and corresponding object classes. Further, we build a strong single-stage open-vocabulary camouflaged object segmentation transformer baseline OVCoser attached to the parameter-fixed CLIP with iterative semantic guidance and structure enhancement. By integrating the guidance of class semantic knowledge and the supplement of visual structure cues from the edge and depth information, the proposed method can efficiently capture camouflaged objects. Moreover, this effective framework also surpasses previous state-of-the-arts of open-vocabulary semantic image segmentation by a large margin on our OVCamo dataset. With the proposed dataset and baseline, we hope that this new task with more practical value can further expand the research on open-vocabulary dense prediction tasks. Our code and data can be found in the https://github.com/lartpang/OVCamo{link}.

Grasp2Vec: Learning Object Representations from Self-Supervised Grasping

Well structured visual representations can make robot learning faster and can improve generalization. In this paper, we study how we can acquire effective object-centric representations for robotic manipulation tasks without human labeling by using autonomous robot interaction with the environment. Such representation learning methods can benefit from continuous refinement of the representation as the robot collects more experience, allowing them to scale effectively without human intervention. Our representation learning approach is based on object persistence: when a robot removes an object from a scene, the representation of that scene should change according to the features of the object that was removed. We formulate an arithmetic relationship between feature vectors from this observation, and use it to learn a representation of scenes and objects that can then be used to identify object instances, localize them in the scene, and perform goal-directed grasping tasks where the robot must retrieve commanded objects from a bin. The same grasping procedure can also be used to automatically collect training data for our method, by recording images of scenes, grasping and removing an object, and recording the outcome. Our experiments demonstrate that this self-supervised approach for tasked grasping substantially outperforms direct reinforcement learning from images and prior representation learning methods.

Meta-Explore: Exploratory Hierarchical Vision-and-Language Navigation Using Scene Object Spectrum Grounding

The main challenge in vision-and-language navigation (VLN) is how to understand natural-language instructions in an unseen environment. The main limitation of conventional VLN algorithms is that if an action is mistaken, the agent fails to follow the instructions or explores unnecessary regions, leading the agent to an irrecoverable path. To tackle this problem, we propose Meta-Explore, a hierarchical navigation method deploying an exploitation policy to correct misled recent actions. We show that an exploitation policy, which moves the agent toward a well-chosen local goal among unvisited but observable states, outperforms a method which moves the agent to a previously visited state. We also highlight the demand for imagining regretful explorations with semantically meaningful clues. The key to our approach is understanding the object placements around the agent in spectral-domain. Specifically, we present a novel visual representation, called scene object spectrum (SOS), which performs category-wise 2D Fourier transform of detected objects. Combining exploitation policy and SOS features, the agent can correct its path by choosing a promising local goal. We evaluate our method in three VLN benchmarks: R2R, SOON, and REVERIE. Meta-Explore outperforms other baselines and shows significant generalization performance. In addition, local goal search using the proposed spectral-domain SOS features significantly improves the success rate by 17.1% and SPL by 20.6% for the SOON benchmark.

Object-Compositional Neural Implicit Surfaces

The neural implicit representation has shown its effectiveness in novel view synthesis and high-quality 3D reconstruction from multi-view images. However, most approaches focus on holistic scene representation yet ignore individual objects inside it, thus limiting potential downstream applications. In order to learn object-compositional representation, a few works incorporate the 2D semantic map as a cue in training to grasp the difference between objects. But they neglect the strong connections between object geometry and instance semantic information, which leads to inaccurate modeling of individual instance. This paper proposes a novel framework, ObjectSDF, to build an object-compositional neural implicit representation with high fidelity in 3D reconstruction and object representation. Observing the ambiguity of conventional volume rendering pipelines, we model the scene by combining the Signed Distance Functions (SDF) of individual object to exert explicit surface constraint. The key in distinguishing different instances is to revisit the strong association between an individual object's SDF and semantic label. Particularly, we convert the semantic information to a function of object SDF and develop a unified and compact representation for scene and objects. Experimental results show the superiority of ObjectSDF framework in representing both the holistic object-compositional scene and the individual instances. Code can be found at https://qianyiwu.github.io/objectsdf/

iPerceive: Applying Common-Sense Reasoning to Multi-Modal Dense Video Captioning and Video Question Answering

Most prior art in visual understanding relies solely on analyzing the "what" (e.g., event recognition) and "where" (e.g., event localization), which in some cases, fails to describe correct contextual relationships between events or leads to incorrect underlying visual attention. Part of what defines us as human and fundamentally different from machines is our instinct to seek causality behind any association, say an event Y that happened as a direct result of event X. To this end, we propose iPerceive, a framework capable of understanding the "why" between events in a video by building a common-sense knowledge base using contextual cues to infer causal relationships between objects in the video. We demonstrate the effectiveness of our technique using the dense video captioning (DVC) and video question answering (VideoQA) tasks. Furthermore, while most prior work in DVC and VideoQA relies solely on visual information, other modalities such as audio and speech are vital for a human observer's perception of an environment. We formulate DVC and VideoQA tasks as machine translation problems that utilize multiple modalities. By evaluating the performance of iPerceive DVC and iPerceive VideoQA on the ActivityNet Captions and TVQA datasets respectively, we show that our approach furthers the state-of-the-art. Code and samples are available at: iperceive.amanchadha.com.

Cycle Consistency Driven Object Discovery

Developing deep learning models that effectively learn object-centric representations, akin to human cognition, remains a challenging task. Existing approaches facilitate object discovery by representing objects as fixed-size vectors, called ``slots'' or ``object files''. While these approaches have shown promise in certain scenarios, they still exhibit certain limitations. First, they rely on architectural priors which can be unreliable and usually require meticulous engineering to identify the correct objects. Second, there has been a notable gap in investigating the practical utility of these representations in downstream tasks. To address the first limitation, we introduce a method that explicitly optimizes the constraint that each object in a scene should be associated with a distinct slot. We formalize this constraint by introducing consistency objectives which are cyclic in nature. By integrating these consistency objectives into various existing slot-based object-centric methods, we showcase substantial improvements in object-discovery performance. These enhancements consistently hold true across both synthetic and real-world scenes, underscoring the effectiveness and adaptability of the proposed approach. To tackle the second limitation, we apply the learned object-centric representations from the proposed method to two downstream reinforcement learning tasks, demonstrating considerable performance enhancements compared to conventional slot-based and monolithic representation learning methods. Our results suggest that the proposed approach not only improves object discovery, but also provides richer features for downstream tasks.

OK-Robot: What Really Matters in Integrating Open-Knowledge Models for Robotics

Remarkable progress has been made in recent years in the fields of vision, language, and robotics. We now have vision models capable of recognizing objects based on language queries, navigation systems that can effectively control mobile systems, and grasping models that can handle a wide range of objects. Despite these advancements, general-purpose applications of robotics still lag behind, even though they rely on these fundamental capabilities of recognition, navigation, and grasping. In this paper, we adopt a systems-first approach to develop a new Open Knowledge-based robotics framework called OK-Robot. By combining Vision-Language Models (VLMs) for object detection, navigation primitives for movement, and grasping primitives for object manipulation, OK-Robot offers a integrated solution for pick-and-drop operations without requiring any training. To evaluate its performance, we run OK-Robot in 10 real-world home environments. The results demonstrate that OK-Robot achieves a 58.5% success rate in open-ended pick-and-drop tasks, representing a new state-of-the-art in Open Vocabulary Mobile Manipulation (OVMM) with nearly 1.8x the performance of prior work. On cleaner, uncluttered environments, OK-Robot's performance increases to 82%. However, the most important insight gained from OK-Robot is the critical role of nuanced details when combining Open Knowledge systems like VLMs with robotic modules. Videos of our experiments are available on our website: https://ok-robot.github.io

PixelWorld: Towards Perceiving Everything as Pixels

Existing foundation models typically process visual input as pixels and textual input as tokens, a paradigm that contrasts with human perception, where both modalities are processed in a unified manner. With the rise of embodied and agentic AI, where inputs primarily come from camera pixels, the need for a unified perception framework becomes increasingly evident. In this paper, we propose to unify all modalities (text, tables, code, diagrams, images, etc) as pixel inputs, i.e. "Perceive Everything as Pixels" (PEAP). We introduce PixelWorld, a novel evaluation suite that unifies all the mentioned modalities into pixel space to gauge the existing models' performance. Our findings show that (1) PEAP outperforms baseline with token-based input in multimodal datasets, benefiting from unified input for better disambiguation, (2) significant declines in reasoning and coding capabilities across all models when processing pixel-based input, underscoring the need to enhance foundation models' perceptual abilities, (3) larger models can maintain strong performance on non-reasoning tasks under PEAP, while smaller models like Phi-3.5-V suffer significant performance degradation, (4) the attention pattern of PEAP is highly aligned with text token input, (5) PEAP can be accelerated significantly by exploiting the spatial sparsity. We conclude that the existing frontier models are competent in pixel perception, however, there is still headroom for improvement. Our code, dataset will be released upon acceptance.

Neurosymbolic AI -- Why, What, and How

Humans interact with the environment using a combination of perception - transforming sensory inputs from their environment into symbols, and cognition - mapping symbols to knowledge about the environment for supporting abstraction, reasoning by analogy, and long-term planning. Human perception-inspired machine perception, in the context of AI, refers to large-scale pattern recognition from raw data using neural networks trained using self-supervised learning objectives such as next-word prediction or object recognition. On the other hand, machine cognition encompasses more complex computations, such as using knowledge of the environment to guide reasoning, analogy, and long-term planning. Humans can also control and explain their cognitive functions. This seems to require the retention of symbolic mappings from perception outputs to knowledge about their environment. For example, humans can follow and explain the guidelines and safety constraints driving their decision-making in safety-critical applications such as healthcare, criminal justice, and autonomous driving. This article introduces the rapidly emerging paradigm of Neurosymbolic AI combines neural networks and knowledge-guided symbolic approaches to create more capable and flexible AI systems. These systems have immense potential to advance both algorithm-level (e.g., abstraction, analogy, reasoning) and application-level (e.g., explainable and safety-constrained decision-making) capabilities of AI systems.

Chat-3D v2: Bridging 3D Scene and Large Language Models with Object Identifiers

Recent research has evidenced the significant potentials of Large Language Models (LLMs) in handling challenging tasks within 3D scenes. However, current models are constrained to addressing object-centric tasks, where each question-answer pair focuses solely on an individual object. In real-world applications, users may pose queries involving multiple objects or expect for answers that precisely reference various objects. We introduce the use of object identifiers to freely reference objects during a conversation. While this solution appears straightforward, it presents two main challenges: 1) How to establish a reliable one-to-one correspondence between each object and its identifier? 2) How to incorporate complex spatial relationships among dozens of objects into the embedding space of the LLM? To address these challenges, we propose a two-stage alignment method, which involves learning an attribute-aware token and a relation-aware token for each object. These tokens capture the object's attributes and spatial relationships with surrounding objects in the 3D scene. Once the alignment is established, we can fine-tune our model on various downstream tasks using instruction tuning. Experiments conducted on traditional datasets like ScanQA, ScanRefer, and Nr3D/Sr3D showcase the effectiveness of our proposed method. Additionally, we create a 3D scene captioning dataset annotated with rich object identifiers, with the assistant of GPT-4. This dataset aims to further explore the capability of object identifiers in effective object referencing and precise scene understanding.

Cracking the Code of Hallucination in LVLMs with Vision-aware Head Divergence

Large vision-language models (LVLMs) have made substantial progress in integrating large language models (LLMs) with visual inputs, enabling advanced multimodal reasoning. Despite their success, a persistent challenge is hallucination-where generated text fails to accurately reflect visual content-undermining both accuracy and reliability. Existing methods focus on alignment training or decoding refinements but primarily address symptoms at the generation stage without probing the underlying causes. In this work, we investigate the internal mechanisms driving hallucination in LVLMs, with an emphasis on the multi-head attention module. Specifically, we introduce Vision-aware Head Divergence (VHD), a metric that quantifies the sensitivity of attention head outputs to visual context. Based on this, our findings reveal the presence of vision-aware attention heads that are more attuned to visual information; however, the model's overreliance on its prior language patterns is closely related to hallucinations. Building on these insights, we propose Vision-aware Head Reinforcement (VHR), a training-free approach to mitigate hallucination by enhancing the role of vision-aware attention heads. Extensive experiments demonstrate that our method achieves superior performance compared to state-of-the-art approaches in mitigating hallucinations, while maintaining high efficiency with negligible additional time overhead.

Physically Grounded Vision-Language Models for Robotic Manipulation

Recent advances in vision-language models (VLMs) have led to improved performance on tasks such as visual question answering and image captioning. Consequently, these models are now well-positioned to reason about the physical world, particularly within domains such as robotic manipulation. However, current VLMs are limited in their understanding of the physical concepts (e.g., material, fragility) of common objects, which restricts their usefulness for robotic manipulation tasks that involve interaction and physical reasoning about such objects. To address this limitation, we propose PhysObjects, an object-centric dataset of 36.9K crowd-sourced and 417K automated physical concept annotations of common household objects. We demonstrate that fine-tuning a VLM on PhysObjects improves its understanding of physical object concepts, by capturing human priors of these concepts from visual appearance. We incorporate this physically-grounded VLM in an interactive framework with a large language model-based robotic planner, and show improved planning performance on tasks that require reasoning about physical object concepts, compared to baselines that do not leverage physically-grounded VLMs. We additionally illustrate the benefits of our physically-grounded VLM on a real robot, where it improves task success rates. We release our dataset and provide further details and visualizations of our results at https://iliad.stanford.edu/pg-vlm/.

DesCo: Learning Object Recognition with Rich Language Descriptions

Recent development in vision-language approaches has instigated a paradigm shift in learning visual recognition models from language supervision. These approaches align objects with language queries (e.g. "a photo of a cat") and improve the models' adaptability to identify novel objects and domains. Recently, several studies have attempted to query these models with complex language expressions that include specifications of fine-grained semantic details, such as attributes, shapes, textures, and relations. However, simply incorporating language descriptions as queries does not guarantee accurate interpretation by the models. In fact, our experiments show that GLIP, the state-of-the-art vision-language model for object detection, often disregards contextual information in the language descriptions and instead relies heavily on detecting objects solely by their names. To tackle the challenges, we propose a new description-conditioned (DesCo) paradigm of learning object recognition models with rich language descriptions consisting of two major innovations: 1) we employ a large language model as a commonsense knowledge engine to generate rich language descriptions of objects based on object names and the raw image-text caption; 2) we design context-sensitive queries to improve the model's ability in deciphering intricate nuances embedded within descriptions and enforce the model to focus on context rather than object names alone. On two novel object detection benchmarks, LVIS and OminiLabel, under the zero-shot detection setting, our approach achieves 34.8 APr minival (+9.1) and 29.3 AP (+3.6), respectively, surpassing the prior state-of-the-art models, GLIP and FIBER, by a large margin.

Visual Genome: Connecting Language and Vision Using Crowdsourced Dense Image Annotations

Despite progress in perceptual tasks such as image classification, computers still perform poorly on cognitive tasks such as image description and question answering. Cognition is core to tasks that involve not just recognizing, but reasoning about our visual world. However, models used to tackle the rich content in images for cognitive tasks are still being trained using the same datasets designed for perceptual tasks. To achieve success at cognitive tasks, models need to understand the interactions and relationships between objects in an image. When asked "What vehicle is the person riding?", computers will need to identify the objects in an image as well as the relationships riding(man, carriage) and pulling(horse, carriage) in order to answer correctly that "the person is riding a horse-drawn carriage". In this paper, we present the Visual Genome dataset to enable the modeling of such relationships. We collect dense annotations of objects, attributes, and relationships within each image to learn these models. Specifically, our dataset contains over 100K images where each image has an average of 21 objects, 18 attributes, and 18 pairwise relationships between objects. We canonicalize the objects, attributes, relationships, and noun phrases in region descriptions and questions answer pairs to WordNet synsets. Together, these annotations represent the densest and largest dataset of image descriptions, objects, attributes, relationships, and question answers.

Mitigating Object Hallucination via Concentric Causal Attention

Recent Large Vision Language Models (LVLMs) present remarkable zero-shot conversational and reasoning capabilities given multimodal queries. Nevertheless, they suffer from object hallucination, a phenomenon where LVLMs are prone to generate textual responses not factually aligned with image inputs. Our pilot study reveals that object hallucination is closely tied with Rotary Position Encoding (RoPE), a widely adopted positional dependency modeling design in existing LVLMs. Due to the long-term decay in RoPE, LVLMs tend to hallucinate more when relevant visual cues are distant from instruction tokens in the multimodal input sequence. Additionally, we observe a similar effect when reversing the sequential order of visual tokens during multimodal alignment. Our tests indicate that long-term decay in RoPE poses challenges to LVLMs while capturing visual-instruction interactions across long distances. We propose Concentric Causal Attention (CCA), a simple yet effective positional alignment strategy that mitigates the impact of RoPE long-term decay in LVLMs by naturally reducing relative distance between visual and instruction tokens. With CCA, visual tokens can better interact with instruction tokens, thereby enhancing model's perception capability and alleviating object hallucination. Without bells and whistles, our positional alignment method surpasses existing hallucination mitigation strategies by large margins on multiple object hallucination benchmarks.

Physical Reasoning and Object Planning for Household Embodied Agents

In this study, we explore the sophisticated domain of task planning for robust household embodied agents, with a particular emphasis on the intricate task of selecting substitute objects. We introduce the CommonSense Object Affordance Task (COAT), a novel framework designed to analyze reasoning capabilities in commonsense scenarios. This approach is centered on understanding how these agents can effectively identify and utilize alternative objects when executing household tasks, thereby offering insights into the complexities of practical decision-making in real-world environments.Drawing inspiration from human decision-making, we explore how large language models tackle this challenge through three meticulously crafted commonsense question-and-answer datasets, featuring refined rules and human annotations. Our evaluation of state-of-the-art language models on these datasets sheds light on three pivotal considerations: 1) aligning an object's inherent utility with the task at hand, 2) navigating contextual dependencies (societal norms, safety, appropriateness, and efficiency), and 3) accounting for the current physical state of the object. To maintain accessibility, we introduce five abstract variables reflecting an object's physical condition, modulated by human insights to simulate diverse household scenarios. Our contributions include insightful Object-Utility mappings addressing the first consideration and two extensive QA datasets (15k and 130k questions) probing the intricacies of contextual dependencies and object states. The datasets, along with our findings, are accessible at: https://github.com/com-phy-affordance/COAT. This research not only advances our understanding of physical commonsense reasoning in language models but also paves the way for future improvements in household agent intelligence.

OAKINK2: A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion

We present OAKINK2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, OAKINK2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. OAKINK2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of OAKINK2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. OAKINK2 datasets and models are available at https://oakink.net/v2.

DetGPT: Detect What You Need via Reasoning

In recent years, the field of computer vision has seen significant advancements thanks to the development of large language models (LLMs). These models have enabled more effective and sophisticated interactions between humans and machines, paving the way for novel techniques that blur the lines between human and machine intelligence. In this paper, we introduce a new paradigm for object detection that we call reasoning-based object detection. Unlike conventional object detection methods that rely on specific object names, our approach enables users to interact with the system using natural language instructions, allowing for a higher level of interactivity. Our proposed method, called DetGPT, leverages state-of-the-art multi-modal models and open-vocabulary object detectors to perform reasoning within the context of the user's instructions and the visual scene. This enables DetGPT to automatically locate the object of interest based on the user's expressed desires, even if the object is not explicitly mentioned. For instance, if a user expresses a desire for a cold beverage, DetGPT can analyze the image, identify a fridge, and use its knowledge of typical fridge contents to locate the beverage. This flexibility makes our system applicable across a wide range of fields, from robotics and automation to autonomous driving. Overall, our proposed paradigm and DetGPT demonstrate the potential for more sophisticated and intuitive interactions between humans and machines. We hope that our proposed paradigm and approach will provide inspiration to the community and open the door to more interative and versatile object detection systems. Our project page is launched at detgpt.github.io.

I-MPN: Inductive Message Passing Network for Efficient Human-in-the-Loop Annotation of Mobile Eye Tracking Data

Comprehending how humans process visual information in dynamic settings is crucial for psychology and designing user-centered interactions. While mobile eye-tracking systems combining egocentric video and gaze signals can offer valuable insights, manual analysis of these recordings is time-intensive. In this work, we present a novel human-centered learning algorithm designed for automated object recognition within mobile eye-tracking settings. Our approach seamlessly integrates an object detector with a spatial relation-aware inductive message-passing network (I-MPN), harnessing node profile information and capturing object correlations. Such mechanisms enable us to learn embedding functions capable of generalizing to new object angle views, facilitating rapid adaptation and efficient reasoning in dynamic contexts as users navigate their environment. Through experiments conducted on three distinct video sequences, our interactive-based method showcases significant performance improvements over fixed training/testing algorithms, even when trained on considerably smaller annotated samples collected through user feedback. Furthermore, we demonstrate exceptional efficiency in data annotation processes and surpass prior interactive methods that use complete object detectors, combine detectors with convolutional networks, or employ interactive video segmentation.

Circuit Component Reuse Across Tasks in Transformer Language Models

Recent work in mechanistic interpretability has shown that behaviors in language models can be successfully reverse-engineered through circuit analysis. A common criticism, however, is that each circuit is task-specific, and thus such analysis cannot contribute to understanding the models at a higher level. In this work, we present evidence that insights (both low-level findings about specific heads and higher-level findings about general algorithms) can indeed generalize across tasks. Specifically, we study the circuit discovered in Wang et al. (2022) for the Indirect Object Identification (IOI) task and 1.) show that it reproduces on a larger GPT2 model, and 2.) that it is mostly reused to solve a seemingly different task: Colored Objects (Ippolito & Callison-Burch, 2023). We provide evidence that the process underlying both tasks is functionally very similar, and contains about a 78% overlap in in-circuit attention heads. We further present a proof-of-concept intervention experiment, in which we adjust four attention heads in middle layers in order to 'repair' the Colored Objects circuit and make it behave like the IOI circuit. In doing so, we boost accuracy from 49.6% to 93.7% on the Colored Objects task and explain most sources of error. The intervention affects downstream attention heads in specific ways predicted by their interactions in the IOI circuit, indicating that this subcircuit behavior is invariant to the different task inputs. Overall, our results provide evidence that it may yet be possible to explain large language models' behavior in terms of a relatively small number of interpretable task-general algorithmic building blocks and computational components.

Position-guided Text Prompt for Vision-Language Pre-training

Vision-Language Pre-Training (VLP) has shown promising capabilities to align image and text pairs, facilitating a broad variety of cross-modal learning tasks. However, we observe that VLP models often lack the visual grounding/localization capability which is critical for many downstream tasks such as visual reasoning. In this work, we propose a novel Position-guided Text Prompt (PTP) paradigm to enhance the visual grounding ability of cross-modal models trained with VLP. Specifically, in the VLP phase, PTP divides the image into Ntimes N blocks, and identifies the objects in each block through the widely used object detector in VLP. It then reformulates the visual grounding task into a fill-in-the-blank problem given a PTP by encouraging the model to predict the objects in the given blocks or regress the blocks of a given object, e.g. filling `P" or ``O" in aPTP ``The block P has a O". This mechanism improves the visual grounding capability of VLP models and thus helps them better handle various downstream tasks. By introducing PTP into several state-of-the-art VLP frameworks, we observe consistently significant improvements across representative cross-modal learning model architectures and several benchmarks, e.g. zero-shot Flickr30K Retrieval (+4.8 in average recall@1) for ViLT vilt baseline, and COCO Captioning (+5.3 in CIDEr) for SOTA BLIP blip baseline. Moreover, PTP achieves comparable results with object-detector based methods, and much faster inference speed since PTP discards its object detector for inference while the later cannot. Our code and pre-trained weight will be released at https://github.com/sail-sg/ptp.

PEEKABOO: Hiding parts of an image for unsupervised object localization

Localizing objects in an unsupervised manner poses significant challenges due to the absence of key visual information such as the appearance, type and number of objects, as well as the lack of labeled object classes typically available in supervised settings. While recent approaches to unsupervised object localization have demonstrated significant progress by leveraging self-supervised visual representations, they often require computationally intensive training processes, resulting in high resource demands in terms of computation, learnable parameters, and data. They also lack explicit modeling of visual context, potentially limiting their accuracy in object localization. To tackle these challenges, we propose a single-stage learning framework, dubbed PEEKABOO, for unsupervised object localization by learning context-based representations at both the pixel- and shape-level of the localized objects through image masking. The key idea is to selectively hide parts of an image and leverage the remaining image information to infer the location of objects without explicit supervision. The experimental results, both quantitative and qualitative, across various benchmark datasets, demonstrate the simplicity, effectiveness and competitive performance of our approach compared to state-of-the-art methods in both single object discovery and unsupervised salient object detection tasks. Code and pre-trained models are available at: https://github.com/hasibzunair/peekaboo

Exploring Transformers for Open-world Instance Segmentation

Open-world instance segmentation is a rising task, which aims to segment all objects in the image by learning from a limited number of base-category objects. This task is challenging, as the number of unseen categories could be hundreds of times larger than that of seen categories. Recently, the DETR-like models have been extensively studied in the closed world while stay unexplored in the open world. In this paper, we utilize the Transformer for open-world instance segmentation and present SWORD. Firstly, we introduce to attach the stop-gradient operation before classification head and further add IoU heads for discovering novel objects. We demonstrate that a simple stop-gradient operation not only prevents the novel objects from being suppressed as background, but also allows the network to enjoy the merit of heuristic label assignment. Secondly, we propose a novel contrastive learning framework to enlarge the representations between objects and background. Specifically, we maintain a universal object queue to obtain the object center, and dynamically select positive and negative samples from the object queries for contrastive learning. While the previous works only focus on pursuing average recall and neglect average precision, we show the prominence of SWORD by giving consideration to both criteria. Our models achieve state-of-the-art performance in various open-world cross-category and cross-dataset generalizations. Particularly, in VOC to non-VOC setup, our method sets new state-of-the-art results of 40.0% on ARb100 and 34.9% on ARm100. For COCO to UVO generalization, SWORD significantly outperforms the previous best open-world model by 5.9% on APm and 8.1% on ARm100.

Neural Representations of Dynamic Visual Stimuli

Humans experience the world through constantly changing visual stimuli, where scenes can shift and move, change in appearance, and vary in distance. The dynamic nature of visual perception is a fundamental aspect of our daily lives, yet the large majority of research on object and scene processing, particularly using fMRI, has focused on static stimuli. While studies of static image perception are attractive due to their computational simplicity, they impose a strong non-naturalistic constraint on our investigation of human vision. In contrast, dynamic visual stimuli offer a more ecologically-valid approach but present new challenges due to the interplay between spatial and temporal information, making it difficult to disentangle the representations of stable image features and motion. To overcome this limitation -- given dynamic inputs, we explicitly decouple the modeling of static image representations and motion representations in the human brain. Three results demonstrate the feasibility of this approach. First, we show that visual motion information as optical flow can be predicted (or decoded) from brain activity as measured by fMRI. Second, we show that this predicted motion can be used to realistically animate static images using a motion-conditioned video diffusion model (where the motion is driven by fMRI brain activity). Third, we show prediction in the reverse direction: existing video encoders can be fine-tuned to predict fMRI brain activity from video imagery, and can do so more effectively than image encoders. This foundational work offers a novel, extensible framework for interpreting how the human brain processes dynamic visual information.

CoT3DRef: Chain-of-Thoughts Data-Efficient 3D Visual Grounding

3D visual grounding is the ability to localize objects in 3D scenes conditioned by utterances. Most existing methods devote the referring head to localize the referred object directly, causing failure in complex scenarios. In addition, it does not illustrate how and why the network reaches the final decision. In this paper, we address this question Can we design an interpretable 3D visual grounding framework that has the potential to mimic the human perception system?. To this end, we formulate the 3D visual grounding problem as a sequence-to-sequence task by first predicting a chain of anchors and then the final target. Interpretability not only improves the overall performance but also helps us identify failure cases. Following the chain of thoughts approach enables us to decompose the referring task into interpretable intermediate steps, boosting the performance and making our framework extremely data-efficient. Moreover, our proposed framework can be easily integrated into any existing architecture. We validate our approach through comprehensive experiments on the Nr3D, Sr3D, and Scanrefer benchmarks and show consistent performance gains compared to existing methods without requiring manually annotated data. Furthermore, our proposed framework, dubbed CoT3DRef, is significantly data-efficient, whereas on the Sr3D dataset, when trained only on 10% of the data, we match the SOTA performance that trained on the entire data.

Foundational Models Defining a New Era in Vision: A Survey and Outlook

Vision systems to see and reason about the compositional nature of visual scenes are fundamental to understanding our world. The complex relations between objects and their locations, ambiguities, and variations in the real-world environment can be better described in human language, naturally governed by grammatical rules and other modalities such as audio and depth. The models learned to bridge the gap between such modalities coupled with large-scale training data facilitate contextual reasoning, generalization, and prompt capabilities at test time. These models are referred to as foundational models. The output of such models can be modified through human-provided prompts without retraining, e.g., segmenting a particular object by providing a bounding box, having interactive dialogues by asking questions about an image or video scene or manipulating the robot's behavior through language instructions. In this survey, we provide a comprehensive review of such emerging foundational models, including typical architecture designs to combine different modalities (vision, text, audio, etc), training objectives (contrastive, generative), pre-training datasets, fine-tuning mechanisms, and the common prompting patterns; textual, visual, and heterogeneous. We discuss the open challenges and research directions for foundational models in computer vision, including difficulties in their evaluations and benchmarking, gaps in their real-world understanding, limitations of their contextual understanding, biases, vulnerability to adversarial attacks, and interpretability issues. We review recent developments in this field, covering a wide range of applications of foundation models systematically and comprehensively. A comprehensive list of foundational models studied in this work is available at https://github.com/awaisrauf/Awesome-CV-Foundational-Models.

Deep Neural Networks are Easily Fooled: High Confidence Predictions for Unrecognizable Images

Deep neural networks (DNNs) have recently been achieving state-of-the-art performance on a variety of pattern-recognition tasks, most notably visual classification problems. Given that DNNs are now able to classify objects in images with near-human-level performance, questions naturally arise as to what differences remain between computer and human vision. A recent study revealed that changing an image (e.g. of a lion) in a way imperceptible to humans can cause a DNN to label the image as something else entirely (e.g. mislabeling a lion a library). Here we show a related result: it is easy to produce images that are completely unrecognizable to humans, but that state-of-the-art DNNs believe to be recognizable objects with 99.99% confidence (e.g. labeling with certainty that white noise static is a lion). Specifically, we take convolutional neural networks trained to perform well on either the ImageNet or MNIST datasets and then find images with evolutionary algorithms or gradient ascent that DNNs label with high confidence as belonging to each dataset class. It is possible to produce images totally unrecognizable to human eyes that DNNs believe with near certainty are familiar objects, which we call "fooling images" (more generally, fooling examples). Our results shed light on interesting differences between human vision and current DNNs, and raise questions about the generality of DNN computer vision.

Lowis3D: Language-Driven Open-World Instance-Level 3D Scene Understanding

Open-world instance-level scene understanding aims to locate and recognize unseen object categories that are not present in the annotated dataset. This task is challenging because the model needs to both localize novel 3D objects and infer their semantic categories. A key factor for the recent progress in 2D open-world perception is the availability of large-scale image-text pairs from the Internet, which cover a wide range of vocabulary concepts. However, this success is hard to replicate in 3D scenarios due to the scarcity of 3D-text pairs. To address this challenge, we propose to harness pre-trained vision-language (VL) foundation models that encode extensive knowledge from image-text pairs to generate captions for multi-view images of 3D scenes. This allows us to establish explicit associations between 3D shapes and semantic-rich captions. Moreover, to enhance the fine-grained visual-semantic representation learning from captions for object-level categorization, we design hierarchical point-caption association methods to learn semantic-aware embeddings that exploit the 3D geometry between 3D points and multi-view images. In addition, to tackle the localization challenge for novel classes in the open-world setting, we develop debiased instance localization, which involves training object grouping modules on unlabeled data using instance-level pseudo supervision. This significantly improves the generalization capabilities of instance grouping and thus the ability to accurately locate novel objects. We conduct extensive experiments on 3D semantic, instance, and panoptic segmentation tasks, covering indoor and outdoor scenes across three datasets. Our method outperforms baseline methods by a significant margin in semantic segmentation (e.g. 34.5%sim65.3%), instance segmentation (e.g. 21.8%sim54.0%) and panoptic segmentation (e.g. 14.7%sim43.3%). Code will be available.

ShAPO: Implicit Representations for Multi-Object Shape, Appearance, and Pose Optimization

Our method studies the complex task of object-centric 3D understanding from a single RGB-D observation. As it is an ill-posed problem, existing methods suffer from low performance for both 3D shape and 6D pose and size estimation in complex multi-object scenarios with occlusions. We present ShAPO, a method for joint multi-object detection, 3D textured reconstruction, 6D object pose and size estimation. Key to ShAPO is a single-shot pipeline to regress shape, appearance and pose latent codes along with the masks of each object instance, which is then further refined in a sparse-to-dense fashion. A novel disentangled shape and appearance database of priors is first learned to embed objects in their respective shape and appearance space. We also propose a novel, octree-based differentiable optimization step, allowing us to further improve object shape, pose and appearance simultaneously under the learned latent space, in an analysis-by-synthesis fashion. Our novel joint implicit textured object representation allows us to accurately identify and reconstruct novel unseen objects without having access to their 3D meshes. Through extensive experiments, we show that our method, trained on simulated indoor scenes, accurately regresses the shape, appearance and pose of novel objects in the real-world with minimal fine-tuning. Our method significantly out-performs all baselines on the NOCS dataset with an 8% absolute improvement in mAP for 6D pose estimation. Project page: https://zubair-irshad.github.io/projects/ShAPO.html

SegPrompt: Boosting Open-world Segmentation via Category-level Prompt Learning

Current closed-set instance segmentation models rely on pre-defined class labels for each mask during training and evaluation, largely limiting their ability to detect novel objects. Open-world instance segmentation (OWIS) models address this challenge by detecting unknown objects in a class-agnostic manner. However, previous OWIS approaches completely erase category information during training to keep the model's ability to generalize to unknown objects. In this work, we propose a novel training mechanism termed SegPrompt that uses category information to improve the model's class-agnostic segmentation ability for both known and unknown categories. In addition, the previous OWIS training setting exposes the unknown classes to the training set and brings information leakage, which is unreasonable in the real world. Therefore, we provide a new open-world benchmark closer to a real-world scenario by dividing the dataset classes into known-seen-unseen parts. For the first time, we focus on the model's ability to discover objects that never appear in the training set images. Experiments show that SegPrompt can improve the overall and unseen detection performance by 5.6% and 6.1% in AR on our new benchmark without affecting the inference efficiency. We further demonstrate the effectiveness of our method on existing cross-dataset transfer and strongly supervised settings, leading to 5.5% and 12.3% relative improvement.

Introducing Visual Perception Token into Multimodal Large Language Model

To utilize visual information, Multimodal Large Language Model (MLLM) relies on the perception process of its vision encoder. The completeness and accuracy of visual perception significantly influence the precision of spatial reasoning, fine-grained understanding, and other tasks. However, MLLM still lacks the autonomous capability to control its own visual perception processes, for example, selectively reviewing specific regions of an image or focusing on information related to specific object categories. In this work, we propose the concept of Visual Perception Token, aiming to empower MLLM with a mechanism to control its visual perception processes. We design two types of Visual Perception Tokens, termed the Region Selection Token and the Vision Re-Encoding Token. MLLMs autonomously generate these tokens, just as they generate text, and use them to trigger additional visual perception actions. The Region Selection Token explicitly identifies specific regions in an image that require further perception, while the Vision Re-Encoding Token uses its hidden states as control signals to guide additional visual perception processes. Extensive experiments demonstrate the advantages of these tokens in handling spatial reasoning, improving fine-grained understanding, and other tasks. On average, the introduction of Visual Perception Tokens improves the performance of a 2B model by 23.6\%, increasing its score from 0.572 to 0.708, and even outperforms a 7B parameter model by 13.4\% (from 0.624). Please check out our repo https://github.com/yu-rp/VisualPerceptionToken

Fixing Imbalanced Attention to Mitigate In-Context Hallucination of Large Vision-Language Model

Large Vision Language Models (LVLMs) have demonstrated remarkable capabilities in understanding and describing visual content, achieving state-of-the-art performance across various vision-language tasks. However, these models frequently exhibit hallucination behavior, where they generate descriptions containing objects or details absent in the input image. Our work investigates this phenomenon by analyzing attention patterns across transformer layers and heads, revealing that hallucinations often stem from progressive degradation of visual grounding in deeper layers. We propose a novel attention modification approach that combines selective token emphasis and head-specific modulation to maintain visual grounding throughout the generation process. Our method introduces two key components: (1) a dual-stream token selection mechanism that identifies and prioritizes both locally informative and spatially significant visual tokens, and (2) an attention head-specific modulation strategy that differentially amplifies visual information processing based on measured visual sensitivity of individual attention heads. Through extensive experimentation on the MSCOCO dataset, we demonstrate that our approach reduces hallucination rates by up to 62.3\% compared to baseline models while maintaining comparable task performance. Our analysis reveals that selectively modulating tokens across attention heads with varying levels of visual sensitivity can significantly improve visual grounding without requiring model retraining.

HallE-Switch: Rethinking and Controlling Object Existence Hallucinations in Large Vision Language Models for Detailed Caption

Current large vision-language models (LVLMs) achieve remarkable progress, yet there remains significant uncertainty regarding their ability to accurately apprehend visual details, that is, in performing detailed captioning. To address this, we introduce CCEval, a GPT-4 assisted evaluation method tailored for detailed captioning. Interestingly, while LVLMs demonstrate minimal object existence hallucination in existing VQA benchmarks, our proposed evaluation reveals continued susceptibility to such hallucinations. In this paper, we make the first attempt to investigate and attribute such hallucinations, including image resolution, the language decoder size, and instruction data amount, quality, granularity. Our findings underscore the unwarranted inference when the language description includes details at a finer object granularity than what the vision module can ground or verify, thus inducing hallucination. To control such hallucinations, we further attribute the reliability of captioning to contextual knowledge (involving only contextually grounded objects) and parametric knowledge (containing inferred objects by the model). Thus, we introduce HallE-Switch, a controllable LVLM in terms of Hallucination in object Existence. HallE-Switch can condition the captioning to shift between (i) exclusively depicting contextual knowledge for grounded objects and (ii) blending it with parametric knowledge to imagine inferred objects. Our method reduces hallucination by 44% compared to LLaVA_{7B} and maintains the same object coverage.

How to Evaluate the Generalization of Detection? A Benchmark for Comprehensive Open-Vocabulary Detection

Object detection (OD) in computer vision has made significant progress in recent years, transitioning from closed-set labels to open-vocabulary detection (OVD) based on large-scale vision-language pre-training (VLP). However, current evaluation methods and datasets are limited to testing generalization over object types and referral expressions, which do not provide a systematic, fine-grained, and accurate benchmark of OVD models' abilities. In this paper, we propose a new benchmark named OVDEval, which includes 9 sub-tasks and introduces evaluations on commonsense knowledge, attribute understanding, position understanding, object relation comprehension, and more. The dataset is meticulously created to provide hard negatives that challenge models' true understanding of visual and linguistic input. Additionally, we identify a problem with the popular Average Precision (AP) metric when benchmarking models on these fine-grained label datasets and propose a new metric called Non-Maximum Suppression Average Precision (NMS-AP) to address this issue. Extensive experimental results show that existing top OVD models all fail on the new tasks except for simple object types, demonstrating the value of the proposed dataset in pinpointing the weakness of current OVD models and guiding future research. Furthermore, the proposed NMS-AP metric is verified by experiments to provide a much more truthful evaluation of OVD models, whereas traditional AP metrics yield deceptive results. Data is available at https://github.com/om-ai-lab/OVDEval

Visual Search Asymmetry: Deep Nets and Humans Share Similar Inherent Biases

Visual search is a ubiquitous and often challenging daily task, exemplified by looking for the car keys at home or a friend in a crowd. An intriguing property of some classical search tasks is an asymmetry such that finding a target A among distractors B can be easier than finding B among A. To elucidate the mechanisms responsible for asymmetry in visual search, we propose a computational model that takes a target and a search image as inputs and produces a sequence of eye movements until the target is found. The model integrates eccentricity-dependent visual recognition with target-dependent top-down cues. We compared the model against human behavior in six paradigmatic search tasks that show asymmetry in humans. Without prior exposure to the stimuli or task-specific training, the model provides a plausible mechanism for search asymmetry. We hypothesized that the polarity of search asymmetry arises from experience with the natural environment. We tested this hypothesis by training the model on augmented versions of ImageNet where the biases of natural images were either removed or reversed. The polarity of search asymmetry disappeared or was altered depending on the training protocol. This study highlights how classical perceptual properties can emerge in neural network models, without the need for task-specific training, but rather as a consequence of the statistical properties of the developmental diet fed to the model. All source code and data are publicly available at https://github.com/kreimanlab/VisualSearchAsymmetry.

Latent Compass: Creation by Navigation

In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.

OCTET: Object-aware Counterfactual Explanations

Nowadays, deep vision models are being widely deployed in safety-critical applications, e.g., autonomous driving, and explainability of such models is becoming a pressing concern. Among explanation methods, counterfactual explanations aim to find minimal and interpretable changes to the input image that would also change the output of the model to be explained. Such explanations point end-users at the main factors that impact the decision of the model. However, previous methods struggle to explain decision models trained on images with many objects, e.g., urban scenes, which are more difficult to work with but also arguably more critical to explain. In this work, we propose to tackle this issue with an object-centric framework for counterfactual explanation generation. Our method, inspired by recent generative modeling works, encodes the query image into a latent space that is structured in a way to ease object-level manipulations. Doing so, it provides the end-user with control over which search directions (e.g., spatial displacement of objects, style modification, etc.) are to be explored during the counterfactual generation. We conduct a set of experiments on counterfactual explanation benchmarks for driving scenes, and we show that our method can be adapted beyond classification, e.g., to explain semantic segmentation models. To complete our analysis, we design and run a user study that measures the usefulness of counterfactual explanations in understanding a decision model. Code is available at https://github.com/valeoai/OCTET.

Perception Test: A Diagnostic Benchmark for Multimodal Video Models

We propose a novel multimodal video benchmark - the Perception Test - to evaluate the perception and reasoning skills of pre-trained multimodal models (e.g. Flamingo, BEiT-3, or GPT-4). Compared to existing benchmarks that focus on computational tasks (e.g. classification, detection or tracking), the Perception Test focuses on skills (Memory, Abstraction, Physics, Semantics) and types of reasoning (descriptive, explanatory, predictive, counterfactual) across video, audio, and text modalities, to provide a comprehensive and efficient evaluation tool. The benchmark probes pre-trained models for their transfer capabilities, in a zero-shot / few-shot or limited finetuning regime. For these purposes, the Perception Test introduces 11.6k real-world videos, 23s average length, designed to show perceptually interesting situations, filmed by around 100 participants worldwide. The videos are densely annotated with six types of labels (multiple-choice and grounded video question-answers, object and point tracks, temporal action and sound segments), enabling both language and non-language evaluations. The fine-tuning and validation splits of the benchmark are publicly available (CC-BY license), in addition to a challenge server with a held-out test split. Human baseline results compared to state-of-the-art video QA models show a significant gap in performance (91.4% vs 43.6%), suggesting that there is significant room for improvement in multimodal video understanding. Dataset, baselines code, and challenge server are available at https://github.com/deepmind/perception_test

Open-vocabulary vs. Closed-set: Best Practice for Few-shot Object Detection Considering Text Describability

Open-vocabulary object detection (OVD), detecting specific classes of objects using only their linguistic descriptions (e.g., class names) without any image samples, has garnered significant attention. However, in real-world applications, the target class concepts is often hard to describe in text and the only way to specify target objects is to provide their image examples, yet it is often challenging to obtain a good number of samples. Thus, there is a high demand from practitioners for few-shot object detection (FSOD). A natural question arises: Can the benefits of OVD extend to FSOD for object classes that are difficult to describe in text? Compared to traditional methods that learn only predefined classes (referred to in this paper as closed-set object detection, COD), can the extra cost of OVD be justified? To answer these questions, we propose a method to quantify the ``text-describability'' of object detection datasets using the zero-shot image classification accuracy with CLIP. This allows us to categorize various OD datasets with different text-describability and emprically evaluate the FSOD performance of OVD and COD methods within each category. Our findings reveal that: i) there is little difference between OVD and COD for object classes with low text-describability under equal conditions in OD pretraining; and ii) although OVD can learn from more diverse data than OD-specific data, thereby increasing the volume of training data, it can be counterproductive for classes with low-text-describability. These findings provide practitioners with valuable guidance amidst the recent advancements of OVD methods.

Scene as Occupancy

Human driver can easily describe the complex traffic scene by visual system. Such an ability of precise perception is essential for driver's planning. To achieve this, a geometry-aware representation that quantizes the physical 3D scene into structured grid map with semantic labels per cell, termed as 3D Occupancy, would be desirable. Compared to the form of bounding box, a key insight behind occupancy is that it could capture the fine-grained details of critical obstacles in the scene, and thereby facilitate subsequent tasks. Prior or concurrent literature mainly concentrate on a single scene completion task, where we might argue that the potential of this occupancy representation might obsess broader impact. In this paper, we propose OccNet, a multi-view vision-centric pipeline with a cascade and temporal voxel decoder to reconstruct 3D occupancy. At the core of OccNet is a general occupancy embedding to represent 3D physical world. Such a descriptor could be applied towards a wide span of driving tasks, including detection, segmentation and planning. To validate the effectiveness of this new representation and our proposed algorithm, we propose OpenOcc, the first dense high-quality 3D occupancy benchmark built on top of nuScenes. Empirical experiments show that there are evident performance gain across multiple tasks, e.g., motion planning could witness a collision rate reduction by 15%-58%, demonstrating the superiority of our method.

Open World Object Detection in the Era of Foundation Models

Object detection is integral to a bevy of real-world applications, from robotics to medical image analysis. To be used reliably in such applications, models must be capable of handling unexpected - or novel - objects. The open world object detection (OWD) paradigm addresses this challenge by enabling models to detect unknown objects and learn discovered ones incrementally. However, OWD method development is hindered due to the stringent benchmark and task definitions. These definitions effectively prohibit foundation models. Here, we aim to relax these definitions and investigate the utilization of pre-trained foundation models in OWD. First, we show that existing benchmarks are insufficient in evaluating methods that utilize foundation models, as even naive integration methods nearly saturate these benchmarks. This result motivated us to curate a new and challenging benchmark for these models. Therefore, we introduce a new benchmark that includes five real-world application-driven datasets, including challenging domains such as aerial and surgical images, and establish baselines. We exploit the inherent connection between classes in application-driven datasets and introduce a novel method, Foundation Object detection Model for the Open world, or FOMO, which identifies unknown objects based on their shared attributes with the base known objects. FOMO has ~3x unknown object mAP compared to baselines on our benchmark. However, our results indicate a significant place for improvement - suggesting a great research opportunity in further scaling object detection methods to real-world domains. Our code and benchmark are available at https://orrzohar.github.io/projects/fomo/.