Albert Saà-Garriga

CV
h-index4
10papers
89citations
Novelty49%
AI Score32

10 Papers

6.8CVMar 22, 2023
LP-IOANet: Efficient High Resolution Document Shadow Removal

Konstantinos Georgiadis, M. Kerim Yucel, Evangelos Skartados et al.

Document shadow removal is an integral task in document enhancement pipelines, as it improves visibility, readability and thus the overall quality. Assuming that the majority of practical document shadow removal scenarios require real-time, accurate models that can produce high-resolution outputs in-the-wild, we propose Laplacian Pyramid with Input/Output Attention Network (LP-IOANet), a novel pipeline with a lightweight architecture and an upsampling module. Furthermore, we propose three new datasets which cover a wide range of lighting conditions, images, shadow shapes and viewpoints. Our results show that we outperform the state-of-the-art by a 35% relative improvement in mean average error (MAE), while running real-time in four times the resolution (of the state-of-the-art method) on a mobile device.

14.1CVMar 14, 2023
MobileVOS: Real-Time Video Object Segmentation Contrastive Learning meets Knowledge Distillation

Roy Miles, Mehmet Kerim Yucel, Bruno Manganelli et al.

This paper tackles the problem of semi-supervised video object segmentation on resource-constrained devices, such as mobile phones. We formulate this problem as a distillation task, whereby we demonstrate that small space-time-memory networks with finite memory can achieve competitive results with state of the art, but at a fraction of the computational cost (32 milliseconds per frame on a Samsung Galaxy S22). Specifically, we provide a theoretically grounded framework that unifies knowledge distillation with supervised contrastive representation learning. These models are able to jointly benefit from both pixel-wise contrastive learning and distillation from a pre-trained teacher. We validate this loss by achieving competitive J&F to state of the art on both the standard DAVIS and YouTube benchmarks, despite running up to 5x faster, and with 32x fewer parameters.

5.7CVOct 28, 2022
Adaptive Mask-based Pyramid Network for Realistic Bokeh Rendering

Konstantinos Georgiadis, Albert Saà-Garriga, Mehmet Kerim Yucel et al.

Bokeh effect highlights an object (or any part of the image) while blurring the rest of the image, and creates a visually pleasant artistic effect. Due to the sensor-based limitations on mobile devices, machine learning (ML) based bokeh rendering has gained attention as a reliable alternative. In this paper, we focus on several improvements in ML-based bokeh rendering; i) on-device performance with high-resolution images, ii) ability to guide bokeh generation with user-editable masks and iii) ability to produce varying blur strength. To this end, we propose Adaptive Mask-based Pyramid Network (AMPN), which is formed of a Mask-Guided Bokeh Generator (MGBG) block and a Laplacian Pyramid Refinement (LPR) block. MGBG consists of two lightweight networks stacked to each other to generate the bokeh effect, and LPR refines and upsamples the output of MGBG to produce the high-resolution bokeh image. We achieve i) via our lightweight, mobile-friendly design choices, ii) via the stacked-network design of MGBG and the weakly-supervised mask prediction scheme and iii) via manually or automatically editing the intensity values of the mask that guide the bokeh generation. In addition to these features, our results show that AMPN produces competitive or better results compared to existing methods on the EBB! dataset, while being faster and smaller than the alternatives.

1.5CVJun 27, 2023
TrickVOS: A Bag of Tricks for Video Object Segmentation

Evangelos Skartados, Konstantinos Georgiadis, Mehmet Kerim Yucel et al.

Space-time memory (STM) network methods have been dominant in semi-supervised video object segmentation (SVOS) due to their remarkable performance. In this work, we identify three key aspects where we can improve such methods; i) supervisory signal, ii) pretraining and iii) spatial awareness. We then propose TrickVOS; a generic, method-agnostic bag of tricks addressing each aspect with i) a structure-aware hybrid loss, ii) a simple decoder pretraining regime and iii) a cheap tracker that imposes spatial constraints in model predictions. Finally, we propose a lightweight network and show that when trained with TrickVOS, it achieves competitive results to state-of-the-art methods on DAVIS and YouTube benchmarks, while being one of the first STM-based SVOS methods that can run in real-time on a mobile device.

9.6CVMar 7, 2024
Finding Waldo: Towards Efficient Exploration of NeRF Scene Spaces

Evangelos Skartados, Mehmet Kerim Yucel, Bruno Manganelli et al.

Neural Radiance Fields (NeRF) have quickly become the primary approach for 3D reconstruction and novel view synthesis in recent years due to their remarkable performance. Despite the huge interest in NeRF methods, a practical use case of NeRFs has largely been ignored; the exploration of the scene space modelled by a NeRF. In this paper, for the first time in the literature, we propose and formally define the scene exploration framework as the efficient discovery of NeRF model inputs (i.e. coordinates and viewing angles), using which one can render novel views that adhere to user-selected criteria. To remedy the lack of approaches addressing scene exploration, we first propose two baseline methods called Guided-Random Search (GRS) and Pose Interpolation-based Search (PIBS). We then cast scene exploration as an optimization problem, and propose the criteria-agnostic Evolution-Guided Pose Search (EGPS) for efficient exploration. We test all three approaches with various criteria (e.g. saliency maximization, image quality maximization, photo-composition quality improvement) and show that our EGPS performs more favourably than other baselines. We finally highlight key points and limitations, and outline directions for future research in scene exploration.

6.2CVJan 24, 2025
Trick-GS: A Balanced Bag of Tricks for Efficient Gaussian Splatting

Anil Armagan, Albert Saà-Garriga, Bruno Manganelli et al.

Gaussian splatting (GS) for 3D reconstruction has become quite popular due to their fast training, inference speeds and high quality reconstruction. However, GS-based reconstructions generally consist of millions of Gaussians, which makes them hard to use on computationally constrained devices such as smartphones. In this paper, we first propose a principled analysis of advances in efficient GS methods. Then, we propose Trick-GS, which is a careful combination of several strategies including (1) progressive training with resolution, noise and Gaussian scales, (2) learning to prune and mask primitives and SH bands by their significance, and (3) accelerated GS training framework. Trick-GS takes a large step towards resource-constrained GS, where faster run-time, smaller and faster-convergence of models is of paramount concern. Our results on three datasets show that Trick-GS achieves up to 2x faster training, 40x smaller disk size and 2x faster rendering speed compared to vanilla GS, while having comparable accuracy.

6.2CVJan 24, 2025
CheapNVS: Real-Time On-Device Narrow-Baseline Novel View Synthesis

Konstantinos Georgiadis, Mehmet Kerim Yucel, Albert Saa-Garriga

Single-view novel view synthesis (NVS) is a notorious problem due to its ill-posed nature, and often requires large, computationally expensive approaches to produce tangible results. In this paper, we propose CheapNVS: a fully end-to-end approach for narrow baseline single-view NVS based on a novel, efficient multiple encoder/decoder design trained in a multi-stage fashion. CheapNVS first approximates the laborious 3D image warping with lightweight learnable modules that are conditioned on the camera pose embeddings of the target view, and then performs inpainting on the occluded regions in parallel to achieve significant performance gains. Once trained on a subset of Open Images dataset, CheapNVS outperforms the state-of-the-art despite being 10 times faster and consuming 6% less memory. Furthermore, CheapNVS runs comfortably in real-time on mobile devices, reaching over 30 FPS on a Samsung Tab 9+.

6.2CVApr 9, 2025
GSta: Efficient Training Scheme with Siestaed Gaussians for Monocular 3D Scene Reconstruction

Anil Armagan, Albert Saà-Garriga, Bruno Manganelli et al.

Gaussian Splatting (GS) is a popular approach for 3D reconstruction, mostly due to its ability to converge reasonably fast, faithfully represent the scene and render (novel) views in a fast fashion. However, it suffers from large storage and memory requirements, and its training speed still lags behind the hash-grid based radiance field approaches (e.g. Instant-NGP), which makes it especially difficult to deploy them in robotics scenarios, where 3D reconstruction is crucial for accurate operation. In this paper, we propose GSta that dynamically identifies Gaussians that have converged well during training, based on their positional and color gradient norms. By forcing such Gaussians into a siesta and stopping their updates (freezing) during training, we improve training speed with competitive accuracy compared to state of the art. We also propose an early stopping mechanism based on the PSNR values computed on a subset of training images. Combined with other improvements, such as integrating a learning rate scheduler, GSta achieves an improved Pareto front in convergence speed, memory and storage requirements, while preserving quality. We also show that GSta can improve other methods and complement orthogonal approaches in efficiency improvement; once combined with Trick-GS, GSta achieves up to 5x faster training, 16x smaller disk size compared to vanilla GS, while having comparable accuracy and consuming only half the peak memory. More visualisations are available at https://anilarmagan.github.io/SRUK-GSta.

3.6CVJan 24, 2025
Rethinking Encoder-Decoder Flow Through Shared Structures

Frederik Laboyrie, Mehmet Kerim Yucel, Albert Saa-Garriga

Dense prediction tasks have enjoyed a growing complexity of encoder architectures, decoders, however, have remained largely the same. They rely on individual blocks decoding intermediate feature maps sequentially. We introduce banks, shared structures that are used by each decoding block to provide additional context in the decoding process. These structures, through applying them via resampling and feature fusion, improve performance on depth estimation for state-of-the-art transformer-based architectures on natural and synthetic images whilst training on large-scale datasets.

8.0CVMay 25, 2021
Real-time Monocular Depth Estimation with Sparse Supervision on Mobile

Mehmet Kerim Yucel, Valia Dimaridou, Anastasios Drosou et al.

Monocular (relative or metric) depth estimation is a critical task for various applications, such as autonomous vehicles, augmented reality and image editing. In recent years, with the increasing availability of mobile devices, accurate and mobile-friendly depth models have gained importance. Increasingly accurate models typically require more computational resources, which inhibits the use of such models on mobile devices. The mobile use case is arguably the most unrestricted one, which requires highly accurate yet mobile-friendly architectures. Therefore, we try to answer the following question: How can we improve a model without adding further complexity (i.e. parameters)? Towards this end, we systematically explore the design space of a relative depth estimation model from various dimensions and we show, with key design choices and ablation studies, even an existing architecture can reach highly competitive performance to the state of the art, with a fraction of the complexity. Our study spans an in-depth backbone model selection process, knowledge distillation, intermediate predictions, model pruning and loss rebalancing. We show that our model, using only DIW as the supervisory dataset, achieves 0.1156 WHDR on DIW with 2.6M parameters and reaches 37 FPS on a mobile GPU, without pruning or hardware-specific optimization. A pruned version of our model achieves 0.1208 WHDR on DIW with 1M parameters and reaches 44 FPS on a mobile GPU.