No Arabic abstract
Manually labeling objects by tracing their boundaries is a laborious process. In Polygon-RNN++ the authors proposed Polygon-RNN that produces polygonal annotations in a recurrent manner using a CNN-RNN architecture, allowing interactive correction via humans-in-the-loop. We propose a new framework that alleviates the sequential nature of Polygon-RNN, by predicting all vertices simultaneously using a Graph Convolutional Network (GCN). Our model is trained end-to-end. It supports object annotation by either polygons or splines, facilitating labeling efficiency for both line-based and curved objects. We show that Curve-GCN outperforms all existing approaches in automatic mode, including the powerful PSP-DeepLab and is significantly more efficient in interactive mode than Polygon-RNN++. Our model runs at 29.3ms in automatic, and 2.6ms in interactive mode, making it 10x and 100x faster than Polygon-RNN++.
Manually labeling video datasets for segmentation tasks is extremely time consuming. In this paper, we introduce ScribbleBox, a novel interactive framework for annotating object instances with masks in videos. In particular, we split annotation into two steps: annotating objects with tracked boxes, and labeling masks inside these tracks. We introduce automation and interaction in both steps. Box tracks are annotated efficiently by approximating the trajectory using a parametric curve with a small number of control points which the annotator can interactively correct. Our approach tolerates a modest amount of noise in the box placements, thus typically only a few clicks are needed to annotate tracked boxes to a sufficient accuracy. Segmentation masks are corrected via scribbles which are efficiently propagated through time. We show significant performance gains in annotation efficiency over past work. We show that our ScribbleBox approach reaches 88.92% J&F on DAVIS2017 with 9.14 clicks per box track, and 4 frames of scribble annotation.
Training high-accuracy object detection models requires large and diverse annotated datasets. However, creating these data-sets is time-consuming and expensive since it relies on human annotators. We design, implement, and evaluate TagMe, a new approach for automatic object annotation in videos that uses GPS data. When the GPS trace of an object is available, TagMe matches the objects motion from GPS trace and the pixels motions in the video to find the pixels belonging to the object in the video and creates the bounding box annotations of the object. TagMe works using passive data collection and can continuously generate new object annotations from outdoor video streams without any human annotators. We evaluate TagMe on a dataset of 100 video clips. We show TagMe can produce high-quality object annotations in a fully-automatic and low-cost way. Compared with the traditional human-in-the-loop solution, TagMe can produce the same amount of annotations at a much lower cost, e.g., up to 110x.
Despite the progress of interactive image segmentation methods, high-quality pixel-level annotation is still time-consuming and laborious -- a bottleneck for several deep learning applications. We take a step back to propose interactive and simultaneous segment annotation from multiple images guided by feature space projection and optimized by metric learning as the labeling progresses. This strategy is in stark contrast to existing interactive segmentation methodologies, which perform annotation in the image domain. We show that our approach can surpass the accuracy of state-of-the-art methods in foreground segmentation datasets: iCoSeg, DAVIS, and Rooftop. Moreover, it achieves 91.5% accuracy in a known semantic segmentation dataset, Cityscapes, being 74.75 times faster than the original annotation procedure. The appendix presents additional qualitative results. Code and video demonstration will be released upon publication.
In the interactive segmentation, users initially click on the target object to segment the main body and then provide corrections on mislabeled regions to iteratively refine the segmentation masks. Most existing methods transform these user-provided clicks into interaction maps and concatenate them with image as the input tensor. Typically, the interaction maps are determined by measuring the distance of each pixel to the clicked points, ignoring the relation between clicks and mislabeled regions. We propose a Dynamic Click Transform Network~(DCT-Net), consisting of Spatial-DCT and Feature-DCT, to better represent user interactions. Spatial-DCT transforms each user-provided click with individual diffusion distance according to the target scale, and Feature-DCT normalizes the extracted feature map to a specific distribution predicted from the clicked points. We demonstrate the effectiveness of our proposed method and achieve favorable performance compared to the state-of-the-art on three standard benchmark datasets.
Soccer analytics is attracting increasing interest in academia and industry, thanks to the availability of data that describe all the spatio-temporal events that occur in each match. These events (e.g., passes, shots, fouls) are collected by human operators manually, constituting a considerable cost for data providers in terms of time and economic resources. In this paper, we describe PassNet, a method to recognize the most frequent events in soccer, i.e., passes, from video streams. Our model combines a set of artificial neural networks that perform feature extraction from video streams, object detection to identify the positions of the ball and the players, and classification of frame sequences as passes or not passes. We test PassNet on different scenarios, depending on the similarity of conditions to the match used for training. Our results show good classification results and significant improvement in the accuracy of pass detection with respect to baseline classifiers, even when the matchs video conditions of the test and training sets are considerably different. PassNet is the first step towards an automated event annotation system that may break the time and the costs for event annotation, enabling data collections for minor and non-professional divisions, youth leagues and, in general, competitions whose matches are not currently annotated by data providers.