UniDet3D: Multi-dataset Indoor 3D Object DetectionMaksim Kolodiazhnyi, Anna Vorontsova, Matvey Skripkin et al.
Growing customer demand for smart solutions in robotics and augmented reality has attracted considerable attention to 3D object detection from point clouds. Yet, existing indoor datasets taken individually are too small and insufficiently diverse to train a powerful and general 3D object detection model. In the meantime, more general approaches utilizing foundation models are still inferior in quality to those based on supervised training for a specific task. In this work, we propose \ours{}, a simple yet effective 3D object detection model, which is trained on a mixture of indoor datasets and is capable of working in various indoor environments. By unifying different label spaces, \ours{} enables learning a strong representation across multiple datasets through a supervised joint training scheme. The proposed network architecture is built upon a vanilla transformer encoder, making it easy to run, customize and extend the prediction pipeline for practical use. Extensive experiments demonstrate that \ours{} obtains significant gains over existing 3D object detection methods in 6 indoor benchmarks: ScanNet (+1.1 mAP50), ARKitScenes (+19.4 mAP25), S3DIS (+9.1 mAP50), MultiScan (+9.3 mAP50), 3RScan (+3.2 mAP50), and ScanNet++ (+2.7 mAP50). Code is available at https://github.com/filapro/unidet3d .
6.5CVFeb 9, 2024
TETRIS: Towards Exploring the Robustness of Interactive SegmentationAndrey Moskalenko, Vlad Shakhuro, Anna Vorontsova et al.
Interactive segmentation methods rely on user inputs to iteratively update the selection mask. A click specifying the object of interest is arguably the most simple and intuitive interaction type, and thereby the most common choice for interactive segmentation. However, user clicking patterns in the interactive segmentation context remain unexplored. Accordingly, interactive segmentation evaluation strategies rely more on intuition and common sense rather than empirical studies (e.g., assuming that users tend to click in the center of the area with the largest error). In this work, we conduct a real user study to investigate real user clicking patterns. This study reveals that the intuitive assumption made in the common evaluation strategy may not hold. As a result, interactive segmentation models may show high scores in the standard benchmarks, but it does not imply that they would perform well in a real world scenario. To assess the applicability of interactive segmentation methods, we propose a novel evaluation strategy providing a more comprehensive analysis of a model's performance. To this end, we propose a methodology for finding extreme user inputs by a direct optimization in a white-box adversarial attack on the interactive segmentation model. Based on the performance with such adversarial user inputs, we assess the robustness of interactive segmentation models w.r.t click positions. Besides, we introduce a novel benchmark for measuring the robustness of interactive segmentation, and report the results of an extensive evaluation of dozens of models.
3.7CVJun 18, 2024
SUPER: Selfie Undistortion and Head Pose Editing with Identity PreservationPolina Karpikova, Andrei Spiridonov, Anna Vorontsova et al.
Self-portraits captured from a short distance might look unnatural or even unattractive due to heavy distortions making facial features malformed, and ill-placed head poses. In this paper, we propose SUPER, a novel method of eliminating distortions and adjusting head pose in a close-up face crop. We perform 3D GAN inversion for a facial image by optimizing camera parameters and face latent code, which gives a generated image. Besides, we estimate depth from the obtained latent code, create a depth-induced 3D mesh, and render it with updated camera parameters to obtain a warped portrait. Finally, we apply the visibility-based blending so that visible regions are reprojected, and occluded parts are restored with a generative model. Experiments on face undistortion benchmarks and on our self-collected Head Rotation dataset (HeRo), show that SUPER outperforms previous approaches both qualitatively and quantitatively, opening new possibilities for photorealistic selfie editing.
2.0CVJun 17, 2024
FAWN: Floor-And-Walls Normal Regularization for Direct Neural TSDF ReconstructionAnna Sokolova, Anna Vorontsova, Bulat Gabdullin et al.
Leveraging 3D semantics for direct 3D reconstruction has a great potential yet unleashed. For instance, by assuming that walls are vertical, and a floor is planar and horizontal, we can correct distorted room shapes and eliminate local artifacts such as holes, pits, and hills. In this paper, we propose FAWN, a modification of truncated signed distance function (TSDF) reconstruction methods, which considers scene structure by detecting walls and floor in a scene, and penalizing the corresponding surface normals for deviating from the horizontal and vertical directions. Implemented as a 3D sparse convolutional module, FAWN can be incorporated into any trainable pipeline that predicts TSDF. Since FAWN requires 3D semantics only for training, no additional limitations on further use are imposed. We demonstrate, that FAWN-modified methods use semantics more effectively, than existing semantic-based approaches. Besides, we apply our modification to state-of-the-art TSDF reconstruction methods, and demonstrate a quality gain in SCANNET, ICL-NUIM, TUM RGB-D, and 7SCENES benchmarks.
2.0CVJun 17, 2024
MEDeA: Multi-view Efficient Depth AdjustmentMikhail Artemyev, Anna Vorontsova, Anna Sokolova et al.
The majority of modern single-view depth estimation methods predict relative depth and thus cannot be directly applied in many real-world scenarios, despite impressive performance in the benchmarks. Moreover, single-view approaches cannot guarantee consistency across a sequence of frames. Consistency is typically addressed with test-time optimization of discrepancy across views; however, it takes hours to process a single scene. In this paper, we present MEDeA, an efficient multi-view test-time depth adjustment method, that is an order of magnitude faster than existing test-time approaches. Given RGB frames with camera parameters, MEDeA predicts initial depth maps, adjusts them by optimizing local scaling coefficients, and outputs temporally-consistent depth maps. Contrary to test-time methods requiring normals, optical flow, or semantics estimation, MEDeA produces high-quality predictions with a depth estimation network solely. Our method sets a new state-of-the-art on TUM RGB-D, 7Scenes, and ScanNet benchmarks and successfully handles smartphone-captured data from ARKitScenes dataset.
1.8CVDec 11, 2019
Training Deep SLAM on Single FramesIgor Slinko, Anna Vorontsova, Dmitry Zhukov et al.
Learning-based visual odometry and SLAM methods demonstrate a steady improvement over past years. However, collecting ground truth poses to train these methods is difficult and expensive. This could be resolved by training in an unsupervised mode, but there is still a large gap between performance of unsupervised and supervised methods. In this work, we focus on generating synthetic data for deep learning-based visual odometry and SLAM methods that take optical flow as an input. We produce training data in a form of optical flow that corresponds to arbitrary camera movement between a real frame and a virtual frame. For synthesizing data we use depth maps either produced by a depth sensor or estimated from stereo pair. We train visual odometry model on synthetic data and do not use ground truth poses hence this model can be considered unsupervised. Also it can be classified as monocular as we do not use depth maps on inference. We also propose a simple way to convert any visual odometry model into a SLAM method based on frame matching and graph optimization. We demonstrate that both the synthetically-trained visual odometry model and the proposed SLAM method build upon this model yields state-of-the-art results among unsupervised methods on KITTI dataset and shows promising results on a challenging EuRoC dataset.
9.0CVOct 10, 2019
Measuring robustness of Visual SLAMDavid Prokhorov, Dmitry Zhukov, Olga Barinova et al.
Simultaneous localization and mapping (SLAM) is an essential component of robotic systems. In this work we perform a feasibility study of RGB-D SLAM for the task of indoor robot navigation. Recent visual SLAM methods, e.g. ORBSLAM2 \cite{mur2017orb}, demonstrate really impressive accuracy, but the experiments in the papers are usually conducted on just a few sequences, that makes it difficult to reason about the robustness of the methods. Another problem is that all available RGB-D datasets contain the trajectories with very complex camera motions. In this work we extensively evaluate ORBSLAM2 to better understand the state-of-the-art. First, we conduct experiments on the popular publicly available datasets for RGB-D SLAM across the conventional metrics. We perform statistical analysis of the results and find correlations between the metrics and the attributes of the trajectories. Then, we introduce a new large and diverse HomeRobot dataset where we model the motions of a simple home robot. Our dataset is created using physically-based rendering with realistic lighting and contains the scenes composed by human designers. It includes thousands of sequences, that is two orders of magnitude greater than in previous works. We find that while in many cases the accuracy of SLAM is very good, the robustness is still an issue.
4.1CVSep 26, 2019
DISCOMAN: Dataset of Indoor SCenes for Odometry, Mapping And NavigationPavel Kirsanov, Airat Gaskarov, Filipp Konokhov et al.
We present a novel dataset for training and benchmarking semantic SLAM methods. The dataset consists of 200 long sequences, each one containing 3000-5000 data frames. We generate the sequences using realistic home layouts. For that we sample trajectories that simulate motions of a simple home robot, and then render the frames along the trajectories. Each data frame contains a) RGB images generated using physically-based rendering, b) simulated depth measurements, c) simulated IMU readings and d) ground truth occupancy grid of a house. Our dataset serves a wider range of purposes compared to existing datasets and is the first large-scale benchmark focused on the mapping component of SLAM. The dataset is split into train/validation/test parts sampled from different sets of virtual houses. We present benchmarking results forboth classical geometry-based and recent learning-based SLAM algorithms, a baseline mapping method, semantic segmentation and panoptic segmentation.
2.6CVJul 16, 2019
Scene Motion Decomposition for Learnable Visual OdometryIgor Slinko, Anna Vorontsova, Filipp Konokhov et al.
Optical Flow (OF) and depth are commonly used for visual odometry since they provide sufficient information about camera ego-motion in a rigid scene. We reformulate the problem of ego-motion estimation as a problem of motion estimation of a 3D-scene with respect to a static camera. The entire scene motion can be represented as a combination of motions of its visible points. Using OF and depth we estimate a motion of each point in terms of 6DoF and represent results in the form of motion maps, each one addressing single degree of freedom. In this work we provide motion maps as inputs to a deep neural network that predicts 6DoF of scene motion. Through our evaluation on outdoor and indoor datasets we show that utilizing motion maps leads to accuracy improvement in comparison with naive stacking of depth and OF. Another contribution of our work is a novel network architecture that efficiently exploits motion maps and outperforms learnable RGB/RGB-D baselines.