Santhosh Kumar Ramakrishnan

CV
h-index15
17papers
3,270citations
Novelty52%
AI Score36

17 Papers

43.8CVNov 30, 2023Code
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives

Kristen Grauman, Andrew Westbury, Lorenzo Torresani et al. · cmu, gatech

We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Project page: http://ego-exo4d-data.org/

22.8CVJan 2, 2023Code
NaQ: Leveraging Narrations as Queries to Supervise Episodic Memory

Santhosh Kumar Ramakrishnan, Ziad Al-Halah, Kristen Grauman

Searching long egocentric videos with natural language queries (NLQ) has compelling applications in augmented reality and robotics, where a fluid index into everything that a person (agent) has seen before could augment human memory and surface relevant information on demand. However, the structured nature of the learning problem (free-form text query inputs, localized video temporal window outputs) and its needle-in-a-haystack nature makes it both technically challenging and expensive to supervise. We introduce Narrations-as-Queries (NaQ), a data augmentation strategy that transforms standard video-text narrations into training data for a video query localization model. Validating our idea on the Ego4D benchmark, we find it has tremendous impact in practice. NaQ improves multiple top models by substantial margins (even doubling their accuracy), and yields the very best results to date on the Ego4D NLQ challenge, soundly outperforming all challenge winners in the CVPR and ECCV 2022 competitions and topping the current public leaderboard. Beyond achieving the state-of-the-art for NLQ, we also demonstrate unique properties of our approach such as the ability to perform zero-shot and few-shot NLQ, and improved performance on queries about long-tail object categories. Code and models: {\small\url{http://vision.cs.utexas.edu/projects/naq}}.

21.3CVJul 17, 2023
Video-Mined Task Graphs for Keystep Recognition in Instructional Videos

Kumar Ashutosh, Santhosh Kumar Ramakrishnan, Triantafyllos Afouras et al.

Procedural activity understanding requires perceiving human actions in terms of a broader task, where multiple keysteps are performed in sequence across a long video to reach a final goal state -- such as the steps of a recipe or a DIY fix-it task. Prior work largely treats keystep recognition in isolation of this broader structure, or else rigidly confines keysteps to align with a predefined sequential script. We propose discovering a task graph automatically from how-to videos to represent probabilistically how people tend to execute keysteps, and then leverage this graph to regularize keystep recognition in novel videos. On multiple datasets of real-world instructional videos, we show the impact: more reliable zero-shot keystep localization and improved video representation learning, exceeding the state of the art.

14.9CVJul 22, 2022
EgoEnv: Human-centric environment representations from egocentric video

Tushar Nagarajan, Santhosh Kumar Ramakrishnan, Ruta Desai et al.

First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the underlying physical space and capture only what is immediately visible. To facilitate human-centric environment understanding, we present an approach that links egocentric video and the environment by learning representations that are predictive of the camera-wearer's (potentially unseen) local surroundings. We train such models using videos from agents in simulated 3D environments where the environment is fully observable, and test them on human-captured real-world videos from unseen environments. On two human-centric video tasks, we show that models equipped with our environment-aware features consistently outperform their counterparts with traditional clip features. Moreover, despite being trained exclusively on simulated videos, our approach successfully handles real-world videos from HouseTours and Ego4D, and achieves state-of-the-art results on the Ego4D NLQ challenge. Project page: https://vision.cs.utexas.edu/projects/ego-env/

15.5LGJan 18, 2023
A Domain-Agnostic Approach for Characterization of Lifelong Learning Systems

Megan M. Baker, Alexander New, Mario Aguilar-Simon et al.

Despite the advancement of machine learning techniques in recent years, state-of-the-art systems lack robustness to "real world" events, where the input distributions and tasks encountered by the deployed systems will not be limited to the original training context, and systems will instead need to adapt to novel distributions and tasks while deployed. This critical gap may be addressed through the development of "Lifelong Learning" systems that are capable of 1) Continuous Learning, 2) Transfer and Adaptation, and 3) Scalability. Unfortunately, efforts to improve these capabilities are typically treated as distinct areas of research that are assessed independently, without regard to the impact of each separate capability on other aspects of the system. We instead propose a holistic approach, using a suite of metrics and an evaluation framework to assess Lifelong Learning in a principled way that is agnostic to specific domains or system techniques. Through five case studies, we show that this suite of metrics can inform the development of varied and complex Lifelong Learning systems. We highlight how the proposed suite of metrics quantifies performance trade-offs present during Lifelong Learning system development - both the widely discussed Stability-Plasticity dilemma and the newly proposed relationship between Sample Efficient and Robust Learning. Further, we make recommendations for the formulation and use of metrics to guide the continuing development of Lifelong Learning systems and assess their progress in the future.

12.1CVJun 28, 2023
SpotEM: Efficient Video Search for Episodic Memory

Santhosh Kumar Ramakrishnan, Ziad Al-Halah, Kristen Grauman

The goal in episodic memory (EM) is to search a long egocentric video to answer a natural language query (e.g., "where did I leave my purse?"). Existing EM methods exhaustively extract expensive fixed-length clip features to look everywhere in the video for the answer, which is infeasible for long wearable-camera videos that span hours or even days. We propose SpotEM, an approach to achieve efficiency for a given EM method while maintaining good accuracy. SpotEM consists of three key ideas: 1) a novel clip selector that learns to identify promising video regions to search conditioned on the language query; 2) a set of low-cost semantic indexing features that capture the context of rooms, objects, and interactions that suggest where to look; and 3) distillation losses that address the optimization issues arising from end-to-end joint training of the clip selector and EM model. Our experiments on 200+ hours of video from the Ego4D EM Natural Language Queries benchmark and three different EM models demonstrate the effectiveness of our approach: computing only 10% - 25% of the clip features, we preserve 84% - 97% of the original EM model's accuracy. Project page: https://vision.cs.utexas.edu/projects/spotem

22.8CVJan 7, 2020Code
An Exploration of Embodied Visual Exploration

Santhosh K. Ramakrishnan, Dinesh Jayaraman, Kristen Grauman

Embodied computer vision considers perception for robots in novel, unstructured environments. Of particular importance is the embodied visual exploration problem: how might a robot equipped with a camera scope out a new environment? Despite the progress thus far, many basic questions pertinent to this problem remain unanswered: (i) What does it mean for an agent to explore its environment well? (ii) Which methods work well, and under which assumptions and environmental settings? (iii) Where do current approaches fall short, and where might future work seek to improve? Seeking answers to these questions, we first present a taxonomy for existing visual exploration algorithms and create a standard framework for benchmarking them. We then perform a thorough empirical study of the four state-of-the-art paradigms using the proposed framework with two photorealistic simulated 3D environments, a state-of-the-art exploration architecture, and diverse evaluation metrics. Our experimental results offer insights and suggest new performance metrics and baselines for future work in visual exploration. Code, models and data are publicly available: https://github.com/facebookresearch/exploring_exploration

23.8CVFeb 5, 2022
Zero Experience Required: Plug & Play Modular Transfer Learning for Semantic Visual Navigation

Ziad Al-Halah, Santhosh K. Ramakrishnan, Kristen Grauman

In reinforcement learning for visual navigation, it is common to develop a model for each new task, and train that model from scratch with task-specific interactions in 3D environments. However, this process is expensive; massive amounts of interactions are needed for the model to generalize well. Moreover, this process is repeated whenever there is a change in the task type or the goal modality. We present a unified approach to visual navigation using a novel modular transfer learning model. Our model can effectively leverage its experience from one source task and apply it to multiple target tasks (e.g., ObjectNav, RoomNav, ViewNav) with various goal modalities (e.g., image, sketch, audio, label). Furthermore, our model enables zero-shot experience learning, whereby it can solve the target tasks without receiving any task-specific interactive training. Our experiments on multiple photorealistic datasets and challenging tasks show that our approach learns faster, generalizes better, and outperforms SoTA models by a significant margin.

30.8CVJan 25, 2022Code
PONI: Potential Functions for ObjectGoal Navigation with Interaction-free Learning

Santhosh Kumar Ramakrishnan, Devendra Singh Chaplot, Ziad Al-Halah et al.

State-of-the-art approaches to ObjectGoal navigation rely on reinforcement learning and typically require significant computational resources and time for learning. We propose Potential functions for ObjectGoal Navigation with Interaction-free learning (PONI), a modular approach that disentangles the skills of `where to look?' for an object and `how to navigate to (x, y)?'. Our key insight is that `where to look?' can be treated purely as a perception problem, and learned without environment interactions. To address this, we propose a network that predicts two complementary potential functions conditioned on a semantic map and uses them to decide where to look for an unseen object. We train the potential function network using supervised learning on a passive dataset of top-down semantic maps, and integrate it into a modular framework to perform ObjectGoal navigation. Experiments on Gibson and Matterport3D demonstrate that our method achieves the state-of-the-art for ObjectGoal navigation while incurring up to 1,600x less computational cost for training. Code and pre-trained models are available: https://vision.cs.utexas.edu/projects/poni/

54.7CVOct 13, 2021Code
Ego4D: Around the World in 3,000 Hours of Egocentric Video

Kristen Grauman, Andrew Westbury, Eugene Byrne et al.

We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expands the volume of diverse egocentric video footage publicly available to the research community. Portions of the video are accompanied by audio, 3D meshes of the environment, eye gaze, stereo, and/or synchronized videos from multiple egocentric cameras at the same event. Furthermore, we present a host of new benchmark challenges centered around understanding the first-person visual experience in the past (querying an episodic memory), present (analyzing hand-object manipulation, audio-visual conversation, and social interactions), and future (forecasting activities). By publicly sharing this massive annotated dataset and benchmark suite, we aim to push the frontier of first-person perception. Project page: https://ego4d-data.org/

2.3EMJul 6, 2021Code
Shapes as Product Differentiation: Neural Network Embedding in the Analysis of Markets for Fonts

Sukjin Han, Eric H. Schulman, Kristen Grauman et al.

Many differentiated products have key attributes that are unstructured and thus high-dimensional (e.g., design, text). Instead of treating unstructured attributes as unobservables in economic models, quantifying them can be important to answer interesting economic questions. To propose an analytical framework for these types of products, this paper considers one of the simplest design products-fonts-and investigates merger and product differentiation using an original dataset from the world's largest online marketplace for fonts. We quantify font shapes by constructing embeddings from a deep convolutional neural network. Each embedding maps a font's shape onto a low-dimensional vector. In the resulting product space, designers are assumed to engage in Hotelling-type spatial competition. From the image embeddings, we construct two alternative measures that capture the degree of design differentiation. We then study the causal effects of a merger on the merging firm's creative decisions using the constructed measures in a synthetic control method. We find that the merger causes the merging firm to increase the visual variety of font design. Notably, such effects are not captured when using traditional measures for product offerings (e.g., specifications and the number of products) constructed from structured data.

10.0CVFeb 3, 2021
Environment Predictive Coding for Embodied Agents

Santhosh K. Ramakrishnan, Tushar Nagarajan, Ziad Al-Halah et al.

We introduce environment predictive coding, a self-supervised approach to learn environment-level representations for embodied agents. In contrast to prior work on self-supervised learning for images, we aim to jointly encode a series of images gathered by an agent as it moves about in 3D environments. We learn these representations via a zone prediction task, where we intelligently mask out portions of an agent's trajectory and predict them from the unmasked portions, conditioned on the agent's camera poses. By learning such representations on a collection of videos, we demonstrate successful transfer to multiple downstream navigation-oriented tasks. Our experiments on the photorealistic 3D environments of Gibson and Matterport3D show that our method outperforms the state-of-the-art on challenging tasks with only a limited budget of experience.

25.8CVAug 21, 2020Code
Learning to Set Waypoints for Audio-Visual Navigation

Changan Chen, Sagnik Majumder, Ziad Al-Halah et al.

In audio-visual navigation, an agent intelligently travels through a complex, unmapped 3D environment using both sights and sounds to find a sound source (e.g., a phone ringing in another room). Existing models learn to act at a fixed granularity of agent motion and rely on simple recurrent aggregations of the audio observations. We introduce a reinforcement learning approach to audio-visual navigation with two key novel elements: 1) waypoints that are dynamically set and learned end-to-end within the navigation policy, and 2) an acoustic memory that provides a structured, spatially grounded record of what the agent has heard as it moves. Both new ideas capitalize on the synergy of audio and visual data for revealing the geometry of an unmapped space. We demonstrate our approach on two challenging datasets of real-world 3D scenes, Replica and Matterport3D. Our model improves the state of the art by a substantial margin, and our experiments reveal that learning the links between sights, sounds, and space is essential for audio-visual navigation. Project: http://vision.cs.utexas.edu/projects/audio_visual_waypoints.

28.6CVAug 21, 2020Code
Occupancy Anticipation for Efficient Exploration and Navigation

Santhosh K. Ramakrishnan, Ziad Al-Halah, Kristen Grauman

State-of-the-art navigation methods leverage a spatial memory to generalize to new environments, but their occupancy maps are limited to capturing the geometric structures directly observed by the agent. We propose occupancy anticipation, where the agent uses its egocentric RGB-D observations to infer the occupancy state beyond the visible regions. In doing so, the agent builds its spatial awareness more rapidly, which facilitates efficient exploration and navigation in 3D environments. By exploiting context in both the egocentric views and top-down maps our model successfully anticipates a broader map of the environment, with performance significantly better than strong baselines. Furthermore, when deployed for the sequential decision-making tasks of exploration and navigation, our model outperforms state-of-the-art methods on the Gibson and Matterport3D datasets. Our approach is the winning entry in the 2020 Habitat PointNav Challenge. Project page: http://vision.cs.utexas.edu/projects/occupancy_anticipation/

11.0CVJun 27, 2019Code
Emergence of Exploratory Look-Around Behaviors through Active Observation Completion

Santhosh K. Ramakrishnan, Dinesh Jayaraman, Kristen Grauman

Standard computer vision systems assume access to intelligently captured inputs (e.g., photos from a human photographer), yet autonomously capturing good observations is a major challenge in itself. We address the problem of learning to look around: how can an agent learn to acquire informative visual observations? We propose a reinforcement learning solution, where the agent is rewarded for reducing its uncertainty about the unobserved portions of its environment. Specifically, the agent is trained to select a short sequence of glimpses after which it must infer the appearance of its full environment. To address the challenge of sparse rewards, we further introduce sidekick policy learning, which exploits the asymmetry in observability between training and test time. The proposed methods learn observation policies that not only perform the completion task for which they are trained, but also generalize to exhibit useful "look-around" behavior for a range of active perception tasks.

11.4CVJul 29, 2018
Sidekick Policy Learning for Active Visual Exploration

Santhosh K. Ramakrishnan, Kristen Grauman

We consider an active visual exploration scenario, where an agent must intelligently select its camera motions to efficiently reconstruct the full environment from only a limited set of narrow field-of-view glimpses. While the agent has full observability of the environment during training, it has only partial observability once deployed, being constrained by what portions it has seen and what camera motions are permissible. We introduce sidekick policy learning to capitalize on this imbalance of observability. The main idea is a preparatory learning phase that attempts simplified versions of the eventual exploration task, then guides the agent via reward shaping or initial policy supervision. To support interpretation of the resulting policies, we also develop a novel policy visualization technique. Results on active visual exploration tasks with 360 scenes and 3D objects show that sidekicks consistently improve performance and convergence rates over existing methods. Code, data and demos are available.

10.7CVApr 8, 2017
An Empirical Evaluation of Visual Question Answering for Novel Objects

Santhosh K. Ramakrishnan, Ambar Pal, Gaurav Sharma et al.

We study the problem of answering questions about images in the harder setting, where the test questions and corresponding images contain novel objects, which were not queried about in the training data. Such setting is inevitable in real world-owing to the heavy tailed distribution of the visual categories, there would be some objects which would not be annotated in the train set. We show that the performance of two popular existing methods drop significantly (up to 28%) when evaluated on novel objects cf. known objects. We propose methods which use large existing external corpora of (i) unlabeled text, i.e. books, and (ii) images tagged with classes, to achieve novel object based visual question answering. We do systematic empirical studies, for both an oracle case where the novel objects are known textually, as well as a fully automatic case without any explicit knowledge of the novel objects, but with the minimal assumption that the novel objects are semantically related to the existing objects in training. The proposed methods for novel object based visual question answering are modular and can potentially be used with many visual question answering architectures. We show consistent improvements with the two popular architectures and give qualitative analysis of the cases where the model does well and of those where it fails to bring improvements.