LGSep 13, 2018
A Less Biased Evaluation of Out-of-distribution Sample DetectorsAlireza Shafaei, Mark Schmidt, James J. Little
In the real world, a learning system could receive an input that is unlike anything it has seen during training. Unfortunately, out-of-distribution samples can lead to unpredictable behaviour. We need to know whether any given input belongs to the population distribution of the training/evaluation data to prevent unpredictable behaviour in deployed systems. A recent surge of interest in this problem has led to the development of sophisticated techniques in the deep learning literature. However, due to the absence of a standard problem definition or an exhaustive evaluation, it is not evident if we can rely on these methods. What makes this problem different from a typical supervised learning setting is that the distribution of outliers used in training may not be the same as the distribution of outliers encountered in the application. Classical approaches that learn inliers vs. outliers with only two datasets can yield optimistic results. We introduce OD-test, a three-dataset evaluation scheme as a more reliable strategy to assess progress on this problem. We present an exhaustive evaluation of a broad set of methods from related areas on image classification tasks. Contrary to the existing results, we show that for realistic applications of high-dimensional images the previous techniques have low accuracy and are not reliable in practice.
CVAug 5, 2016
Play and Learn: Using Video Games to Train Computer Vision ModelsAlireza Shafaei, James J. Little, Mark Schmidt
Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images to improve the performance of computer vision models in practice. We present experiments assessing the effectiveness on real-world data of systems trained on synthetic RGB images that are extracted from a video game. We collected over 60000 synthetic samples from a modern video game with similar conditions to the real-world CamVid and Cityscapes datasets. We provide several experiments to demonstrate that the synthetically generated RGB images can be used to improve the performance of deep neural networks on both image segmentation and depth estimation. These results show that a convolutional network trained on synthetic data achieves a similar test error to a network that is trained on real-world data for dense image classification. Furthermore, the synthetically generated RGB images can provide similar or better results compared to the real-world datasets if a simple domain adaptation technique is applied. Our results suggest that collaboration with game developers for an accessible interface to gather data is potentially a fruitful direction for future work in computer vision.
CVMay 25, 2016
Real-Time Human Motion Capture with Multiple Depth CamerasAlireza Shafaei, James J. Little
Commonly used human motion capture systems require intrusive attachment of markers that are visually tracked with multiple cameras. In this work we present an efficient and inexpensive solution to markerless motion capture using only a few Kinect sensors. Unlike the previous work on 3d pose estimation using a single depth camera, we relax constraints on the camera location and do not assume a co-operative user. We apply recent image segmentation techniques to depth images and use curriculum learning to train our system on purely synthetic data. Our method accurately localizes body parts without requiring an explicit shape model. The body joint locations are then recovered by combining evidence from multiple views in real-time. We also introduce a dataset of ~6 million synthetic depth frames for pose estimation from multiple cameras and exceed state-of-the-art results on the Berkeley MHAD dataset.