Gabriel Brostow

CV
h-index39
22papers
1,474citations
Novelty50%
AI Score47

22 Papers

CVOct 7, 2022Code
SVL-Adapter: Self-Supervised Adapter for Vision-Language Pretrained Models

Omiros Pantazis, Gabriel Brostow, Kate Jones et al.

Vision-language models such as CLIP are pretrained on large volumes of internet sourced image and text pairs, and have been shown to sometimes exhibit impressive zero- and low-shot image classification performance. However, due to their size, fine-tuning these models on new datasets can be prohibitively expensive, both in terms of the supervision and compute required. To combat this, a series of light-weight adaptation methods have been proposed to efficiently adapt such models when limited supervision is available. In this work, we show that while effective on internet-style datasets, even those remedies under-deliver on classification tasks with images that differ significantly from those commonly found online. To address this issue, we present a new approach called SVL-Adapter that combines the complementary strengths of both vision-language pretraining and self-supervised representation learning. We report an average classification accuracy improvement of 10% in the low-shot setting when compared to existing methods, on a set of challenging visual classification tasks. Further, we present a fully automatic way of selecting an important blending hyperparameter for our model that does not require any held-out labeled validation data. Code for our project is available here: https://github.com/omipan/svl_adapter.

CVDec 22, 2022
Removing Objects From Neural Radiance Fields

Silvan Weder, Guillermo Garcia-Hernando, Aron Monszpart et al.

Neural Radiance Fields (NeRFs) are emerging as a ubiquitous scene representation that allows for novel view synthesis. Increasingly, NeRFs will be shareable with other people. Before sharing a NeRF, though, it might be desirable to remove personal information or unsightly objects. Such removal is not easily achieved with the current NeRF editing frameworks. We propose a framework to remove objects from a NeRF representation created from an RGB-D sequence. Our NeRF inpainting method leverages recent work in 2D image inpainting and is guided by a user-provided mask. Our algorithm is underpinned by a confidence based view selection procedure. It chooses which of the individual 2D inpainted images to use in the creation of the NeRF, so that the resulting inpainted NeRF is 3D consistent. We show that our method for NeRF editing is effective for synthesizing plausible inpaintings in a multi-view coherent manner. We validate our approach using a new and still-challenging dataset for the task of NeRF inpainting.

CVJul 8, 2024
TAPVid-3D: A Benchmark for Tracking Any Point in 3D

Skanda Koppula, Ignacio Rocco, Yi Yang et al.

We introduce a new benchmark, TAPVid-3D, for evaluating the task of long-range Tracking Any Point in 3D (TAP-3D). While point tracking in two dimensions (TAP) has many benchmarks measuring performance on real-world videos, such as TAPVid-DAVIS, three-dimensional point tracking has none. To this end, leveraging existing footage, we build a new benchmark for 3D point tracking featuring 4,000+ real-world videos, composed of three different data sources spanning a variety of object types, motion patterns, and indoor and outdoor environments. To measure performance on the TAP-3D task, we formulate a collection of metrics that extend the Jaccard-based metric used in TAP to handle the complexities of ambiguous depth scales across models, occlusions, and multi-track spatio-temporal smoothness. We manually verify a large sample of trajectories to ensure correct video annotations, and assess the current state of the TAP-3D task by constructing competitive baselines using existing tracking models. We anticipate this benchmark will serve as a guidepost to improve our ability to understand precise 3D motion and surface deformation from monocular video. Code for dataset download, generation, and model evaluation is available at https://tapvid3d.github.io

CVDec 14, 2022
Interactive Sketching of Mannequin Poses

Gizem Unlu, Mohamed Sayed, Gabriel Brostow

It can be easy and even fun to sketch humans in different poses. In contrast, creating those same poses on a 3D graphics "mannequin" is comparatively tedious. Yet 3D body poses are necessary for various downstream applications. We seek to preserve the convenience of 2D sketching while giving users of different skill levels the flexibility to accurately and more quickly pose\slash refine a 3D mannequin. At the core of the interactive system, we propose a machine-learning model for inferring the 3D pose of a CG mannequin from sketches of humans drawn in a cylinder-person style. Training such a model is challenging because of artist variability, a lack of sketch training data with corresponding ground truth 3D poses, and the high dimensionality of human pose-space. Our unique approach to synthesizing vector graphics training data underpins our integrated ML-and-kinematics system. We validate the system by tightly coupling it with a user interface, and by performing a user study, in addition to quantitative comparisons.

CVAug 26, 2024
Deep learning-based ecological analysis of camera trap images is impacted by training data quality and quantity

Peggy A. Bevan, Omiros Pantazis, Holly Pringle et al.

Large image collections generated from camera traps offer valuable insights into species richness, occupancy, and activity patterns, significantly aiding biodiversity monitoring. However, the manual processing of these datasets is time-consuming, hindering analytical processes. To address this, deep neural networks have been widely adopted to automate image labelling, but the impact of classification error on key ecological metrics remains unclear. Here, we analyse data from camera trap collections in an African savannah (82,300 labelled images, 47 species) and an Asian sub-tropical dry forest (40,308 labelled images, 29 species) to compare ecological metrics derived from expert-generated species identifications with those generated by deep learning classification models. We specifically assess the impact of deep learning model architecture, proportion of label noise in the training data, and the size of the training dataset on three key ecological metrics: species richness, occupancy, and activity patterns. We found that predictions of species richness derived from deep neural networks closely match those calculated from expert labels and remained resilient to up to 10% noise in the training dataset (mis-labelled images) and a 50% reduction in the training dataset size. We found that our choice of deep learning model architecture (ResNet vs ConvNext-T) or depth (ResNet18, 50, 101) did not impact predicted ecological metrics. In contrast, species-specific metrics were more sensitive; less common and visually similar species were disproportionately affected by a reduction in deep neural network accuracy, with consequences for occupancy and diel activity pattern estimates. To ensure the reliability of their findings, practitioners should prioritize creating large, clean training sets and account for class imbalance across species over exploring numerous deep learning model architectures.

85.8CVMay 19
Cross-View Splatter: Feed-Forward View Synthesis with Georeferenced Images

Matias Turkulainen, Akshay Krishnan, Filippo Aleotti et al.

We present Cross-View Splatter, a feed-forward method that predicts pixel-aligned Gaussian splats for outdoor scenes captured at ground level AND by satellite. Faithful reconstructions require good camera coverage, but ground imagery is time-consuming and hard to capture at scale for large outdoor scenes. Fortunately, satellite imagery can provide a global geometric prior that is easy to access via public APIs. Cross-View Splatter fuses orthorectified satellite views with GPS-tagged ground photos to predict Gaussian splats in a unified 3D coordinate frame. By aligning ground and bird's-eye feature representations, our model improves scene coverage and novel-view synthesis, compared to ground imagery alone. We train on curated georeferenced datasets and paired satellite-terrain data, mined from open mapping services. We evaluate our method on a new benchmark for novel-view synthesis with georeferenced imagery allowing comparison to prior state-of-the-art methods. Our code and data preparation will be available at https://nianticspatial.github.io/cross-view-splatter/.

CVJul 17, 2024
GroundUp: Rapid Sketch-Based 3D City Massing

Gizem Esra Unlu, Mohamed Sayed, Yulia Gryaditskaya et al.

We propose GroundUp, the first sketch-based ideation tool for 3D city massing of urban areas. We focus on early-stage urban design, where sketching is a common tool and the design starts from balancing building volumes (masses) and open spaces. With Human-Centered AI in mind, we aim to help architects quickly revise their ideas by easily switching between 2D sketches and 3D models, allowing for smoother iteration and sharing of ideas. Inspired by feedback from architects and existing workflows, our system takes as a first input a user sketch of multiple buildings in a top-down view. The user then draws a perspective sketch of the envisioned site. Our method is designed to exploit the complementarity of information in the two sketches and allows users to quickly preview and adjust the inferred 3D shapes. Our model has two main components. First, we propose a novel sketch-to-depth prediction network for perspective sketches that exploits top-down sketch shapes. Second, we use depth cues derived from the perspective sketch as a condition to our diffusion model, which ultimately completes the geometry in a top-down view. Thus, our final 3D geometry is represented as a heightfield, allowing users to construct the city `from the ground up'.

HCApr 12, 2025Code
Explorer: Robust Collection of Interactable GUI Elements

Iason Chaimalas, Arnas Vyšniauskas, Gabriel Brostow

Automation of existing Graphical User Interfaces (GUIs) is important but hard to achieve. Upstream of making the GUI user-accessible or somehow scriptable, even the data-collection to understand the original interface poses significant challenges. For example, large quantities of general UI data seem helpful for training general machine learning (ML) models, but accessibility for each person can hinge on the ML's precision on a specific app. We therefore take the perspective that a given user needs confidence, that the relevant UI elements are being detected correctly throughout one app or digital environment. We mostly assume that the target application is known in advance, so that data collection and ML-training can be personalized for the test-time target domain. The proposed Explorer system focuses on detecting on-screen buttons and text-entry fields, i.e. interactables, where the training process has access to a live version of the application. The live application can run on almost any popular platform except iOS phones, and the collection is especially streamlined for Android phones or for desktop Chrome browsers. Explorer also enables the recording of interactive user sessions, and subsequent mapping of how such sessions overlap and sometimes loop back to similar states. We show how having such a map enables a kind of path planning through the GUI, letting a user issue audio commands to get to their destination. Critically, we are releasing our code for Explorer openly at https://github.com/varnelis/Explorer.

CVNov 4, 2024
INQUIRE: A Natural World Text-to-Image Retrieval Benchmark

Edward Vendrow, Omiros Pantazis, Alexander Shepard et al. · mit

We introduce INQUIRE, a text-to-image retrieval benchmark designed to challenge multimodal vision-language models on expert-level queries. INQUIRE includes iNaturalist 2024 (iNat24), a new dataset of five million natural world images, along with 250 expert-level retrieval queries. These queries are paired with all relevant images comprehensively labeled within iNat24, comprising 33,000 total matches. Queries span categories such as species identification, context, behavior, and appearance, emphasizing tasks that require nuanced image understanding and domain expertise. Our benchmark evaluates two core retrieval tasks: (1) INQUIRE-Fullrank, a full dataset ranking task, and (2) INQUIRE-Rerank, a reranking task for refining top-100 retrievals. Detailed evaluation of a range of recent multimodal models demonstrates that INQUIRE poses a significant challenge, with the best models failing to achieve an mAP@50 above 50%. In addition, we show that reranking with more powerful multimodal models can enhance retrieval performance, yet there remains a significant margin for improvement. By focusing on scientifically-motivated ecological challenges, INQUIRE aims to bridge the gap between AI capabilities and the needs of real-world scientific inquiry, encouraging the development of retrieval systems that can assist with accelerating ecological and biodiversity research. Our dataset and code are available at https://inquire-benchmark.github.io

CVMar 28, 2025
MVSAnywhere: Zero-Shot Multi-View Stereo

Sergio Izquierdo, Mohamed Sayed, Michael Firman et al.

Computing accurate depth from multiple views is a fundamental and longstanding challenge in computer vision. However, most existing approaches do not generalize well across different domains and scene types (e.g. indoor vs. outdoor). Training a general-purpose multi-view stereo model is challenging and raises several questions, e.g. how to best make use of transformer-based architectures, how to incorporate additional metadata when there is a variable number of input views, and how to estimate the range of valid depths which can vary considerably across different scenes and is typically not known a priori? To address these issues, we introduce MVSA, a novel and versatile Multi-View Stereo architecture that aims to work Anywhere by generalizing across diverse domains and depth ranges. MVSA combines monocular and multi-view cues with an adaptive cost volume to deal with scale-related issues. We demonstrate state-of-the-art zero-shot depth estimation on the Robust Multi-View Depth Benchmark, surpassing existing multi-view stereo and monocular baselines.

CVMay 8, 2025
PlaceIt3D: Language-Guided Object Placement in Real 3D Scenes

Ahmed Abdelreheem, Filippo Aleotti, Jamie Watson et al.

We introduce the novel task of Language-Guided Object Placement in Real 3D Scenes. Our model is given a 3D scene's point cloud, a 3D asset, and a textual prompt broadly describing where the 3D asset should be placed. The task here is to find a valid placement for the 3D asset that respects the prompt. Compared with other language-guided localization tasks in 3D scenes such as grounding, this task has specific challenges: it is ambiguous because it has multiple valid solutions, and it requires reasoning about 3D geometric relationships and free space. We inaugurate this task by proposing a new benchmark and evaluation protocol. We also introduce a new dataset for training 3D LLMs on this task, as well as the first method to serve as a non-trivial baseline. We believe that this challenging task and our new benchmark could become part of the suite of benchmarks used to evaluate and compare generalist 3D LLM models.

CVJun 26, 2024
DoubleTake: Geometry Guided Depth Estimation

Mohamed Sayed, Filippo Aleotti, Jamie Watson et al.

Estimating depth from a sequence of posed RGB images is a fundamental computer vision task, with applications in augmented reality, path planning etc. Prior work typically makes use of previous frames in a multi view stereo framework, relying on matching textures in a local neighborhood. In contrast, our model leverages historical predictions by giving the latest 3D geometry data as an extra input to our network. This self-generated geometric hint can encode information from areas of the scene not covered by the keyframes and it is more regularized when compared to individual predicted depth maps for previous frames. We introduce a Hint MLP which combines cost volume features with a hint of the prior geometry, rendered as a depth map from the current camera location, together with a measure of the confidence in the prior geometry. We demonstrate that our method, which can run at interactive speeds, achieves state-of-the-art estimates of depth and 3D scene reconstruction in both offline and incremental evaluation scenarios.

CVJun 13, 2024
AirPlanes: Accurate Plane Estimation via 3D-Consistent Embeddings

Jamie Watson, Filippo Aleotti, Mohamed Sayed et al.

Extracting planes from a 3D scene is useful for downstream tasks in robotics and augmented reality. In this paper we tackle the problem of estimating the planar surfaces in a scene from posed images. Our first finding is that a surprisingly competitive baseline results from combining popular clustering algorithms with recent improvements in 3D geometry estimation. However, such purely geometric methods are understandably oblivious to plane semantics, which are crucial to discerning distinct planes. To overcome this limitation, we propose a method that predicts multi-view consistent plane embeddings that complement geometry when clustering points into planes. We show through extensive evaluation on the ScanNetV2 dataset that our new method outperforms existing approaches and our strong geometric baseline for the task of plane estimation.

CVAug 14, 2021
Focus on the Positives: Self-Supervised Learning for Biodiversity Monitoring

Omiros Pantazis, Gabriel Brostow, Kate Jones et al.

We address the problem of learning self-supervised representations from unlabeled image collections. Unlike existing approaches that attempt to learn useful features by maximizing similarity between augmented versions of each input image or by speculatively picking negative samples, we instead also make use of the natural variation that occurs in image collections that are captured using static monitoring cameras. To achieve this, we exploit readily available context data that encodes information such as the spatial and temporal relationships between the input images. We are able to learn representations that are surprisingly effective for downstream supervised classification, by first identifying high probability positive pairs at training time, i.e. those images that are likely to depict the same visual concept. For the critical task of global biodiversity monitoring, this results in image features that can be adapted to challenging visual species classification tasks with limited human supervision. We present results on four different camera trap image collections, across three different families of self-supervised learning methods, and show that careful image selection at training time results in superior performance compared to existing baselines such as conventional self-supervised training and transfer learning.

CVApr 29, 2021
The Temporal Opportunist: Self-Supervised Multi-Frame Monocular Depth

Jamie Watson, Oisin Mac Aodha, Victor Prisacariu et al.

Self-supervised monocular depth estimation networks are trained to predict scene depth using nearby frames as a supervision signal during training. However, for many applications, sequence information in the form of video frames is also available at test time. The vast majority of monocular networks do not make use of this extra signal, thus ignoring valuable information that could be used to improve the predicted depth. Those that do, either use computationally expensive test-time refinement techniques or off-the-shelf recurrent networks, which only indirectly make use of the geometric information that is inherently available. We propose ManyDepth, an adaptive approach to dense depth estimation that can make use of sequence information at test time, when it is available. Taking inspiration from multi-view stereo, we propose a deep end-to-end cost volume based approach that is trained using self-supervision only. We present a novel consistency loss that encourages the network to ignore the cost volume when it is deemed unreliable, e.g. in the case of moving objects, and an augmentation scheme to cope with static cameras. Our detailed experiments on both KITTI and Cityscapes show that we outperform all published self-supervised baselines, including those that use single or multiple frames at test time.

CVApr 8, 2021
Panoptic Segmentation Forecasting

Colin Graber, Grace Tsai, Michael Firman et al.

Our goal is to forecast the near future given a set of recent observations. We think this ability to forecast, i.e., to anticipate, is integral for the success of autonomous agents which need not only passively analyze an observation but also must react to it in real-time. Importantly, accurate forecasting hinges upon the chosen scene decomposition. We think that superior forecasting can be achieved by decomposing a dynamic scene into individual 'things' and background 'stuff'. Background 'stuff' largely moves because of camera motion, while foreground 'things' move because of both camera and individual object motion. Following this decomposition, we introduce panoptic segmentation forecasting. Panoptic segmentation forecasting opens up a middle-ground between existing extremes, which either forecast instance trajectories or predict the appearance of future image frames. To address this task we develop a two-component model: one component learns the dynamics of the background stuff by anticipating odometry, the other one anticipates the dynamics of detected things. We establish a leaderboard for this novel task, and validate a state-of-the-art model that outperforms available baselines.

CVApr 6, 2021
Visual Camera Re-Localization Using Graph Neural Networks and Relative Pose Supervision

Mehmet Ozgur Turkoglu, Eric Brachmann, Konrad Schindler et al.

Visual re-localization means using a single image as input to estimate the camera's location and orientation relative to a pre-recorded environment. The highest-scoring methods are "structure based," and need the query camera's intrinsics as an input to the model, with careful geometric optimization. When intrinsics are absent, methods vie for accuracy by making various other assumptions. This yields fairly good localization scores, but the models are "narrow" in some way, eg., requiring costly test-time computations, or depth sensors, or multiple query frames. In contrast, our proposed method makes few special assumptions, and is fairly lightweight in training and testing. Our pose regression network learns from only relative poses of training scenes. For inference, it builds a graph connecting the query image to training counterparts and uses a graph neural network (GNN) with image representations on nodes and image-pair representations on edges. By efficiently passing messages between them, both representation types are refined to produce a consistent camera pose estimate. We validate the effectiveness of our approach on both standard indoor (7-Scenes) and outdoor (Cambridge Landmarks) camera re-localization benchmarks. Our relative pose regression method matches the accuracy of absolute pose regression networks, while retaining the relative-pose models' test-time speed and ability to generalize to non-training scenes.

GRDec 3, 2020
LookOut! Interactive Camera Gimbal Controller for Filming Long Takes

Mohamed Sayed, Robert Cinca, Enrico Costanza et al.

The job of a camera operator is challenging, and potentially dangerous, when filming long moving camera shots. Broadly, the operator must keep the actors in-frame while safely navigating around obstacles, and while fulfilling an artistic vision. We propose a unified hardware and software system that distributes some of the camera operator's burden, freeing them up to focus on safety and aesthetics during a take. Our real-time system provides a solo operator with end-to-end control, so they can balance on-set responsiveness to action vs planned storyboards and framing, while looking where they're going. By default, we film without a field monitor. Our LookOut system is built around a lightweight commodity camera gimbal mechanism, with heavy modifications to the controller, which would normally just provide active stabilization. Our control algorithm reacts to speech commands, video, and a pre-made script. Specifically, our automatic monitoring of the live video feed saves the operator from distractions. In pre-production, an artist uses our GUI to design a sequence of high-level camera "behaviors." Those can be specific, based on a storyboard, or looser objectives, such as "frame both actors." Then during filming, a machine-readable script, exported from the GUI, ties together with the sensor readings to drive the gimbal. To validate our algorithm, we compared tracking strategies, interfaces, and hardware protocols, and collected impressions from a) film-makers who used all aspects of our system, and b) film-makers who watched footage filmed using LookOut.

CVNov 29, 2020
Improved Handling of Motion Blur in Online Object Detection

Mohamed Sayed, Gabriel Brostow

We wish to detect specific categories of objects, for online vision systems that will run in the real world. Object detection is already very challenging. It is even harder when the images are blurred, from the camera being in a car or a hand-held phone. Most existing efforts either focused on sharp images, with easy to label ground truth, or they have treated motion blur as one of many generic corruptions. Instead, we focus especially on the details of egomotion induced blur. We explore five classes of remedies, where each targets different potential causes for the performance gap between sharp and blurred images. For example, first deblurring an image changes its human interpretability, but at present, only partly improves object detection. The other four classes of remedies address multi-scale texture, out-of-distribution testing, label generation, and conditioning by blur-type. Surprisingly, we discover that custom label generation aimed at resolving spatial ambiguity, ahead of all others, markedly improves object detection. Also, in contrast to findings from classification, we see a noteworthy boost by conditioning our model on bespoke categories of motion blur. We validate and cross-breed the different remedies experimentally on blurred COCO images and real-world blur datasets, producing an easy and practical favorite model with superior detection rates.

CVAug 21, 2020
Single-Image Depth Prediction Makes Feature Matching Easier

Carl Toft, Daniyar Turmukhambetov, Torsten Sattler et al.

Good local features improve the robustness of many 3D re-localization and multi-view reconstruction pipelines. The problem is that viewing angle and distance severely impact the recognizability of a local feature. Attempts to improve appearance invariance by choosing better local feature points or by leveraging outside information, have come with pre-requisites that made some of them impractical. In this paper, we propose a surprisingly effective enhancement to local feature extraction, which improves matching. We show that CNN-based depths inferred from single RGB images are quite helpful, despite their flaws. They allow us to pre-warp images and rectify perspective distortions, to significantly enhance SIFT and BRISK features, enabling more good matches, even when cameras are looking at the same scene but in opposite directions.

CVJun 4, 2018
Digging Into Self-Supervised Monocular Depth Estimation

Clément Godard, Oisin Mac Aodha, Michael Firman et al.

Per-pixel ground-truth depth data is challenging to acquire at scale. To overcome this limitation, self-supervised learning has emerged as a promising alternative for training models to perform monocular depth estimation. In this paper, we propose a set of improvements, which together result in both quantitatively and qualitatively improved depth maps compared to competing self-supervised methods. Research on self-supervised monocular training usually explores increasingly complex architectures, loss functions, and image formation models, all of which have recently helped to close the gap with fully-supervised methods. We show that a surprisingly simple model, and associated design choices, lead to superior predictions. In particular, we propose (i) a minimum reprojection loss, designed to robustly handle occlusions, (ii) a full-resolution multi-scale sampling method that reduces visual artifacts, and (iii) an auto-masking loss to ignore training pixels that violate camera motion assumptions. We demonstrate the effectiveness of each component in isolation, and show high quality, state-of-the-art results on the KITTI benchmark.

CVApr 12, 2018
CubeNet: Equivariance to 3D Rotation and Translation

Daniel Worrall, Gabriel Brostow

3D Convolutional Neural Networks are sensitive to transformations applied to their input. This is a problem because a voxelized version of a 3D object, and its rotated clone, will look unrelated to each other after passing through to the last layer of a network. Instead, an idealized model would preserve a meaningful representation of the voxelized object, while explaining the pose-difference between the two inputs. An equivariant representation vector has two components: the invariant identity part, and a discernable encoding of the transformation. Models that can't explain pose-differences risk "diluting" the representation, in pursuit of optimizing a classification or regression loss function. We introduce a Group Convolutional Neural Network with linear equivariance to translations and right angle rotations in three dimensions. We call this network CubeNet, reflecting its cube-like symmetry. By construction, this network helps preserve a 3D shape's global and local signature, as it is transformed through successive layers. We apply this network to a variety of 3D inference problems, achieving state-of-the-art on the ModelNet10 classification challenge, and comparable performance on the ISBI 2012 Connectome Segmentation Benchmark. To the best of our knowledge, this is the first 3D rotation equivariant CNN for voxel representations.