No Arabic abstract
Long-term camera re-localization is an important task with numerous computer vision and robotics applications. Whilst various outdoor benchmarks exist that target lighting, weather and seasonal changes, far less attention has been paid to appearance changes that occur indoors. This has led to a mismatch between popular indoor benchmarks, which focus on static scenes, and indoor environments that are of interest for many real-world applications. In this paper, we adapt 3RScan - a recently introduced indoor RGB-D dataset designed for object instance re-localization - to create RIO10, a new long-term camera re-localization benchmark focused on indoor scenes. We propose new metrics for evaluating camera re-localization and explore how state-of-the-art camera re-localizers perform according to these metrics. We also examine in detail how different types of scene change affect the performance of different methods, based on novel ways of detecting such changes in a given RGB-D frame. Our results clearly show that long-term indoor re-localization is an unsolved problem. Our benchmark and tools are publicly available at waldjohannau.github.io/RIO10
A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available -- current datasets cover a small range of scene views and have limited semantic annotations. To address this issue, we introduce ScanNet, an RGB-D video dataset containing 2.5M views in 1513 scenes annotated with 3D camera poses, surface reconstructions, and semantic segmentations. To collect this data, we designed an easy-to-use and scalable RGB-D capture system that includes automated surface reconstruction and crowdsourced semantic annotation. We show that using this data helps achieve state-of-the-art performance on several 3D scene understanding tasks, including 3D object classification, semantic voxel labeling, and CAD model retrieval. The dataset is freely available at http://www.scan-net.org.
Accurate prediction of future person location and movement trajectory from an egocentric wearable camera can benefit a wide range of applications, such as assisting visually impaired people in navigation, and the development of mobility assistance for people with disability. In this work, a new egocentric dataset was constructed using a wearable camera, with 8,250 short clips of a targeted person either walking 1) toward, 2) away, or 3) across the camera wearer in indoor environments, or 4) staying still in the scene, and 13,817 person bounding boxes were manually labelled. Apart from the bounding boxes, the dataset also contains the estimated pose of the targeted person as well as the IMU signal of the wearable camera at each time point. An LSTM-based encoder-decoder framework was designed to predict the future location and movement trajectory of the targeted person in this egocentric setting. Extensive experiments have been conducted on the new dataset, and have shown that the proposed method is able to reliably and better predict future person location and trajectory in egocentric videos captured by the wearable camera compared to three baselines.
Person re-identification (Re-ID) aims to match person images across non-overlapping camera views. The majority of Re-ID methods focus on small-scale surveillance systems in which each pedestrian is captured in different camera views of adjacent scenes. However, in large-scale surveillance systems that cover larger areas, it is required to track a pedestrian of interest across distant scenes (e.g., a criminal suspect escapes from one city to another). Since most pedestrians appear in limited local areas, it is difficult to collect training data with cross-camera pairs of the same person. In this work, we study intra-camera supervised person re-identification across distant scenes (ICS-DS Re-ID), which uses cross-camera unpaired data with intra-camera identity labels for training. It is challenging as cross-camera paired data plays a crucial role for learning camera-invariant features in most existing Re-ID methods. To learn camera-invariant representation from cross-camera unpaired training data, we propose a cross-camera feature prediction method to mine cross-camera self supervision information from camera-specific feature distribution by transforming fake cross-camera positive feature pairs and minimize the distances of the fake pairs. Furthermore, we automatically localize and extract local-level feature by a transformer. Joint learning of global-level and local-level features forms a global-local cross-camera feature prediction scheme for mining fine-grained cross-camera self supervision information. Finally, cross-camera self supervision and intra-camera supervision are aggregated in a framework. The experiments are conducted in the ICS-DS setting on Market-SCT, Duke-SCT and MSMT17-SCT datasets. The evaluation results demonstrate the superiority of our method, which gains significant improvements of 15.4 Rank-1 and 22.3 mAP on Market-SCT as compared to the second best method.
Affordance modeling plays an important role in visual understanding. In this paper, we aim to predict affordances of 3D indoor scenes, specifically what human poses are afforded by a given indoor environment, such as sitting on a chair or standing on the floor. In order to predict valid affordances and learn possible 3D human poses in indoor scenes, we need to understand the semantic and geometric structure of a scene as well as its potential interactions with a human. To learn such a model, a large-scale dataset of 3D indoor affordances is required. In this work, we build a fully automatic 3D pose synthesizer that fuses semantic knowledge from a large number of 2D poses extracted from TV shows as well as 3D geometric knowledge from voxel representations of indoor scenes. With the data created by the synthesizer, we introduce a 3D pose generative model to predict semantically plausible and physically feasible human poses within a given scene (provided as a single RGB, RGB-D, or depth image). We demonstrate that our human affordance prediction method consistently outperforms existing state-of-the-art methods.
In the industrial interior design process, professional designers plan the furniture layout to achieve a satisfactory 3D design for selling. In this paper, we explore the interior graphics scenes design task as a Markov decision process (MDP) in 3D simulation, which is solved by multi-agent reinforcement learning. The goal is to produce furniture layout in the 3D simulation of the indoor graphics scenes. In particular, we firstly transform the 3D interior graphic scenes into two 2D simulated scenes. We then design the simulated environment and apply two reinforcement learning agents to learn the optimal 3D layout for the MDP formulation in a cooperative way. We conduct our experiments on a large-scale real-world interior layout dataset that contains industrial designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts as compared with the state-of-art model. The developed simulator and codes are available at url{https://github.com/CODE-SUBMIT/simulator2}.