Interactive Segmentation and Visualization for Tiny Objects in Multi-megapixel ImagesChengyuan Xu, Boning Dong, Noah Stier et al.
We introduce an interactive image segmentation and visualization framework for identifying, inspecting, and editing tiny objects (just a few pixels wide) in large multi-megapixel high-dynamic-range (HDR) images. Detecting cosmic rays (CRs) in astronomical observations is a cumbersome workflow that requires multiple tools, so we developed an interactive toolkit that unifies model inference, HDR image visualization, segmentation mask inspection and editing into a single graphical user interface. The feature set, initially designed for astronomical data, makes this work a useful research-supporting tool for human-in-the-loop tiny-object segmentation in scientific areas like biomedicine, materials science, remote sensing, etc., as well as computer vision. Our interface features mouse-controlled, synchronized, dual-window visualization of the image and the segmentation mask, a critical feature for locating tiny objects in multi-megapixel images. The browser-based tool can be readily hosted on the web to provide multi-user access and GPU acceleration for any device. The toolkit can also be used as a high-precision annotation tool, or adapted as the frontend for an interactive machine learning framework. Our open-source dataset, CR detection model, and visualization toolkit are available at https://github.com/cy-xu/cosmic-conn.
6.9HCMar 25
SABER: Spatial Attention, Brain, Extended RealityTom Bullock, Emily Machniak, You-Jin Kim et al.
Tracking moving objects is a critical skill for many everyday tasks, such as crossing a busy street, driving a car or catching a ball. Attention is a key cognitive function that supports object tracking; however, our understanding of the brain mechanisms that support attention is almost exclusively based on evidence from tasks that present stable objects at fixed locations. Accounts of multiple object tracking are also limited because they are largely based on behavioral data alone and involve tracking objects in a 2D plane. Consequently, the neural mechanisms that enable moment-by-moment tracking of goal-relevant objects remain poorly understood. To address this knowledge gap, we developed SABER (Spatial Attention, Brain, Extended Reality), a new framework for studying the behavioral and neural dynamics of attention to objects moving in 3D. Participants (n=32) completed variants of a task inspired by the popular virtual reality (VR) game, Beat Saber, where they used virtual sabers to strike stationary and moving color-defined target spheres while we recorded electroencephalography (EEG). We first established that standard univariate EEG metrics which are typically used to study spatial attention to static objects presented on 2D screens, can generalize effectively to an immersive VR context involving both static and dynamic 3D stimuli. We then used a computational modeling approach to reconstruct moment-by-moment attention to the locations of stationary and moving objects from oscillatory brain activity, demonstrating the feasibility of precisely tracking attention in a 3D space. These results validate SABER, and provide a foundation for future research that is critical not only for understanding how attention works in the physical world, but is also directly relevant to the development of better VR applications.
8.3HCSep 10, 2024
Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VRJyotirmay Nag Setu, Joshua M Le, Ripan Kumar Kundu et al.
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities. However, the relationship between cognitive activities, physical activities, and familiar feelings of cybersickness is not well understood and thus can be unpredictable for developers. Researchers have previously provided labeled datasets for predicting cybersickness while users are stationary, but there have been few labeled datasets on cybersickness while users are physically walking. Thus, from 39 participants, we collected head orientation, head position, eye tracking, images, physiological readings from external sensors, and the self-reported cybersickness severity, physical load, and mental load in VR. Throughout the data collection, participants navigated mazes via real walking and performed tasks challenging their attention and working memory. To demonstrate the dataset's utility, we conducted a case study of training classifiers in which we achieved 95% accuracy for cybersickness severity classification. The noteworthy performance of the straightforward classifiers makes this dataset ideal for future researchers to develop cybersickness detection and reduction models. To better understand the features that helped with classification, we performed SHAP(SHapley Additive exPlanations) analysis, highlighting the importance of eye tracking and physiological measures for cybersickness prediction while walking. This open dataset can allow future researchers to study the connection between cybersickness and cognitive loads and develop prediction models. This dataset will empower future VR developers to design efficient and effective Virtual Environments by improving cognitive load management and minimizing cybersickness.
6.5CVJan 17, 2024
OCTO+: A Suite for Automatic Open-Vocabulary Object Placement in Mixed RealityAditya Sharma, Luke Yoffe, Tobias Höllerer
One key challenge in Augmented Reality is the placement of virtual content in natural locations. Most existing automated techniques can only work with a closed-vocabulary, fixed set of objects. In this paper, we introduce and evaluate several methods for automatic object placement using recent advances in open-vocabulary vision-language models. Through a multifaceted evaluation, we identify a new state-of-the-art method, OCTO+. We also introduce a benchmark for automatically evaluating the placement of virtual objects in augmented reality, alleviating the need for costly user studies. Through this, in addition to human evaluations, we find that OCTO+ places objects in a valid region over 70% of the time, outperforming other methods on a range of metrics.
2.8CVDec 20, 2023
OCTOPUS: Open-vocabulary Content Tracking and Object Placement Using Semantic Understanding in Mixed RealityLuke Yoffe, Aditya Sharma, Tobias Höllerer
One key challenge in augmented reality is the placement of virtual content in natural locations. Existing automated techniques are only able to work with a closed-vocabulary, fixed set of objects. In this paper, we introduce a new open-vocabulary method for object placement. Our eight-stage pipeline leverages recent advances in segmentation models, vision-language models, and LLMs to place any virtual object in any AR camera frame or scene. In a preliminary user study, we show that our method performs at least as well as human experts 57% of the time.
2.0CVDec 8, 2024
Prism: Semi-Supervised Multi-View Stereo with Monocular Structure PriorsAlex Rich, Noah Stier, Pradeep Sen et al.
The promise of unsupervised multi-view-stereo (MVS) is to leverage large unlabeled datasets, yet current methods underperform when training on difficult data, such as handheld smartphone videos of indoor scenes. Meanwhile, high-quality synthetic datasets are available but MVS networks trained on these datasets fail to generalize to real-world examples. To bridge this gap, we propose a semi-supervised learning framework that allows us to train on real and rendered images jointly, capturing structural priors from synthetic data while ensuring parity with the real-world domain. Central to our framework is a novel set of losses that leverages powerful existing monocular relative-depth estimators trained on the synthetic dataset, transferring the rich structure of this relative depth to the MVS predictions on unlabeled data. Inspired by perceptual image metrics, we compare the MVS and monocular predictions via a deep feature loss and a multi-scale statistical loss. Our full framework, which we call Prism, achieves large quantitative and qualitative improvements over current unsupervised and synthetic-supervised MVS networks. This is a best-case-scenario result, opening the door to using both unlabeled smartphone videos and photorealistic synthetic datasets for training MVS networks.
VoRTX: Volumetric 3D Reconstruction With Transformers for Voxelwise View Selection and FusionNoah Stier, Alexander Rich, Pradeep Sen et al.
Recent volumetric 3D reconstruction methods can produce very accurate results, with plausible geometry even for unobserved surfaces. However, they face an undesirable trade-off when it comes to multi-view fusion. They can fuse all available view information by global averaging, thus losing fine detail, or they can heuristically cluster views for local fusion, thus restricting their ability to consider all views jointly. Our key insight is that greater detail can be retained without restricting view diversity by learning a view-fusion function conditioned on camera pose and image content. We propose to learn this multi-view fusion using a transformer. To this end, we introduce VoRTX, an end-to-end volumetric 3D reconstruction network using transformers for wide-baseline, multi-view feature fusion. Our model is occlusion-aware, leveraging the transformer architecture to predict an initial, projective scene geometry estimate. This estimate is used to avoid backprojecting image features through surfaces into occluded regions. We train our model on ScanNet and show that it produces better reconstructions than state-of-the-art methods. We also demonstrate generalization without any fine-tuning, outperforming the same state-of-the-art methods on two other datasets, TUM-RGBD and ICL-NUIM.
3DVNet: Multi-View Depth Prediction and Volumetric RefinementAlexander Rich, Noah Stier, Pradeep Sen et al.
We present 3DVNet, a novel multi-view stereo (MVS) depth-prediction method that combines the advantages of previous depth-based and volumetric MVS approaches. Our key idea is the use of a 3D scene-modeling network that iteratively updates a set of coarse depth predictions, resulting in highly accurate predictions which agree on the underlying scene geometry. Unlike existing depth-prediction techniques, our method uses a volumetric 3D convolutional neural network (CNN) that operates in world space on all depth maps jointly. The network can therefore learn meaningful scene-level priors. Furthermore, unlike existing volumetric MVS techniques, our 3D CNN operates on a feature-augmented point cloud, allowing for effective aggregation of multi-view information and flexible iterative refinement of depth maps. Experimental results show our method exceeds state-of-the-art accuracy in both depth prediction and 3D reconstruction metrics on the ScanNet dataset, as well as a selection of scenes from the TUM-RGBD and ICL-NUIM datasets. This shows that our method is both effective and generalizes to new settings.
3.7CVNov 23, 2021
Sparse Fusion for Multimodal TransformersYi Ding, Alex Rich, Mason Wang et al.
Multimodal classification is a core task in human-centric machine learning. We observe that information is highly complementary across modalities, thus unimodal information can be drastically sparsified prior to multimodal fusion without loss of accuracy. To this end, we present Sparse Fusion Transformers (SFT), a novel multimodal fusion method for transformers that performs comparably to existing state-of-the-art methods while having greatly reduced memory footprint and computation cost. Key to our idea is a sparse-pooling block that reduces unimodal token sets prior to cross-modality modeling. Evaluations are conducted on multiple multimodal benchmark datasets for a wide range of classification tasks. State-of-the-art performance is obtained on multiple benchmarks under similar experiment conditions, while reporting up to six-fold reduction in computational cost and memory requirements. Extensive ablation studies showcase our benefits of combining sparsification and multimodal learning over naive approaches. This paves the way for enabling multimodal learning on low-resource devices.
10.4HCJul 7, 2021
Telelife: The Future of Remote LivingJason Orlosky, Misha Sra, Kenan Bektaş et al.
In recent years, everyday activities such as work and socialization have steadily shifted to more remote and virtual settings. With the COVID-19 pandemic, the switch from physical to virtual has been accelerated, which has substantially affected various aspects of our lives, including business, education, commerce, healthcare, and personal life. This rapid and large-scale switch from in-person to remote interactions has revealed that our current technologies lack functionality and are limited in their ability to recreate interpersonal interactions. To help address these limitations in the future, we introduce "Telelife," a vision for the near future that depicts the potential means to improve remote living better aligned with how we interact, live and work in the physical world. Telelife encompasses novel synergies of technologies and concepts such as digital twins, virtual prototyping, and attention and context-aware user interfaces with innovative hardware that can support ultrarealistic graphics, user state detection, and more. These ideas will guide the transformation of our daily lives and routines soon, targeting the year 2035. In addition, we identify opportunities across high-impact applications in domains related to this vision of Telelife. Along with a recent survey of relevant fields such as human-computer interaction, pervasive computing, and virtual reality, the directions outlined in this paper will guide future research on remote living.
Augmentation Strategies for Learning with Noisy LabelsKento Nishi, Yi Ding, Alex Rich et al.
Imperfect labels are ubiquitous in real-world datasets. Several recent successful methods for training deep neural networks (DNNs) robust to label noise have used two primary techniques: filtering samples based on loss during a warm-up phase to curate an initial set of cleanly labeled samples, and using the output of a network as a pseudo-label for subsequent loss calculations. In this paper, we evaluate different augmentation strategies for algorithms tackling the "learning with noisy labels" problem. We propose and examine multiple augmentation strategies and evaluate them using synthetic datasets based on CIFAR-10 and CIFAR-100, as well as on the real-world dataset Clothing1M. Due to several commonalities in these algorithms, we find that using one set of augmentations for loss modeling tasks and another set for learning is the most effective, improving results on the state-of-the-art and other previous methods. Furthermore, we find that applying augmentation during the warm-up period can negatively impact the loss convergence behavior of correctly versus incorrectly labeled samples. We introduce this augmentation strategy to the state-of-the-art technique and demonstrate that we can improve performance across all evaluated noise levels. In particular, we improve accuracy on the CIFAR-10 benchmark at 90% symmetric noise by more than 15% in absolute accuracy, and we also improve performance on the Clothing1M dataset. (K. Nishi and Y. Ding contributed equally to this work)
5.7HCNov 30, 2017
ARbis Pictus: A Study of Language Learning with Augmented RealityAdam Ibrahim, Brandon Huynh, Jonathan Downey et al.
This paper describes "ARbis Pictus" --a novel system for immersive language learning through dynamic labeling of real-world objects in augmented reality. We describe a within-subjects lab-based study (N=52) that explores the effect of our system on participants learning nouns in an unfamiliar foreign language, compared to a traditional flashcard-based approach. Our results show that the immersive experience of learning with virtual labels on real-world objects is both more effective and more enjoyable for the majority of participants, compared to flashcards. Specifically, when participants learned through augmented reality, they scored significantly better by 7% (p=0.011) on productive recall tests performed same-day, and significantly better by 21% (p=0.001) on 4-day delayed productive recall post tests than when they learned using the flashcard method. We believe this result is an indication of the strong potential for language learning in augmented reality, particularly because of the improvement shown in sustained recall compared to the traditional approach.
12.4CVJul 13, 2016
Large Scale SfM with the Distributed Camera ModelChris Sweeney, Victor Fragoso, Tobias Hollerer et al.
We introduce the distributed camera model, a novel model for Structure-from-Motion (SfM). This model describes image observations in terms of light rays with ray origins and directions rather than pixels. As such, the proposed model is capable of describing a single camera or multiple cameras simultaneously as the collection of all light rays observed. We show how the distributed camera model is a generalization of the standard camera model and describe a general formulation and solution to the absolute camera pose problem that works for standard or distributed cameras. The proposed method computes a solution that is up to 8 times more efficient and robust to rotation singularities in comparison with gDLS. Finally, this method is used in an novel large-scale incremental SfM pipeline where distributed cameras are accurately and robustly merged together. This pipeline is a direct generalization of traditional incremental SfM; however, instead of incrementally adding one camera at a time to grow the reconstruction the reconstruction is grown by adding a distributed camera. Our pipeline produces highly accurate reconstructions efficiently by avoiding the need for many bundle adjustment iterations and is capable of computing a 3D model of Rome from over 15,000 images in just 22 minutes.