No Arabic abstract
Moving around in the world is naturally a multisensory experience, but todays embodied agents are deaf---restricted to solely their visual perception of the environment. We introduce audio-visual navigation for complex, acoustically and visually realistic 3D environments. By both seeing and hearing, the agent must learn to navigate to a sounding object. We propose a multi-modal deep reinforcement learning approach to train navigation policies end-to-end from a stream of egocentric audio-visual observations, allowing the agent to (1) discover elements of the geometry of the physical space indicated by the reverberating audio and (2) detect and follow sound-emitting targets. We further introduce SoundSpaces: a first-of-its-kind dataset of audio renderings based on geometrical acoustic simulations for two sets of publicly available 3D environments (Matterport3D and Replica), and we instrument Habitat to support the new sensor, making it possible to insert arbitrary sound sources in an array of real-world scanned environments. Our results show that audio greatly benefits embodied visual navigation in 3D spaces, and our work lays groundwork for new research in embodied AI with audio-visual perception.
Recent work on audio-visual navigation assumes a constantly-sounding target and restricts the role of audio to signaling the targets position. We introduce semantic audio-visual navigation, where objects in the environment make sounds consistent with their semantic meaning (e.g., toilet flushing, door creaking) and acoustic events are sporadic or short in duration. We propose a transformer-based model to tackle this new semantic AudioGoal task, incorporating an inferred goal descriptor that captures both spatial and semantic properties of the target. Our models persistent multimodal memory enables it to reach the goal even long after the acoustic event stops. In support of the new task, we also expand the SoundSpaces audio simulations to provide semantically grounded sounds for an array of objects in Matterport3D. Our method strongly outperforms existing audio-visual navigation methods by learning to associate semantic, acoustic, and visual cues.
In audio-visual navigation, an agent intelligently travels through a complex, unmapped 3D environment using both sights and sounds to find a sound source (e.g., a phone ringing in another room). Existing models learn to act at a fixed granularity of agent motion and rely on simple recurrent aggregations of the audio observations. We introduce a reinforcement learning approach to audio-visual navigation with two key novel elements: 1) waypoints that are dynamically set and learned end-to-end within the navigation policy, and 2) an acoustic memory that provides a structured, spatially grounded record of what the agent has heard as it moves. Both new ideas capitalize on the synergy of audio and visual data for revealing the geometry of an unmapped space. We demonstrate our approach on two challenging datasets of real-world 3D scenes, Replica and Matterport3D. Our model improves the state of the art by a substantial margin, and our experiments reveal that learning the links between sights, sounds, and space is essential for audio-visual navigation. Project: http://vision.cs.utexas.edu/projects/audio_visual_waypoints.
Human speech processing is inherently multimodal, where visual cues (lip movements) help to better understand the speech in noise. Lip-reading driven speech enhancement significantly outperforms benchmark audio-only approaches at low signal-to-noise ratios (SNRs). However, at high SNRs or low levels of background noise, visual cues become fairly less effective for speech enhancement. Therefore, a more optimal, context-aware audio-visual (AV) system is required, that contextually utilises both visual and noisy audio features and effectively accounts for different noisy conditions. In this paper, we introduce a novel contextual AV switching component that contextually exploits AV cues with respect to different operating conditions to estimate clean audio, without requiring any SNR estimation. The switching module switches between visual-only (V-only), audio-only (A-only), and both AV cues at low, high and moderate SNR levels, respectively. The contextual AV switching component is developed by integrating a convolutional neural network and long-short-term memory network. For testing, the estimated clean audio features are utilised by the developed novel enhanced visually derived Wiener filter for clean audio power spectrum estimation. The contextual AV speech enhancement method is evaluated under real-world scenarios using benchmark Grid and ChiME3 corpora. For objective testing, perceptual evaluation of speech quality is used to evaluate the quality of the restored speech. For subjective testing, the standard mean-opinion-score method is used. The critical analysis and comparative study demonstrate the outperformance of proposed contextual AV approach, over A-only, V-only, spectral subtraction, and log-minimum mean square error based speech enhancement methods at both low and high SNRs, revealing its capability to tackle spectro-temporal variation in any real-world noisy condition.
Visual and audio signals often coexist in natural environments, forming audio-visual events (AVEs). Given a video, we aim to localize video segments containing an AVE and identify its category. In order to learn discriminative features for a classifier, it is pivotal to identify the helpful (or positive) audio-visual segment pairs while filtering out the irrelevant ones, regardless whether they are synchronized or not. To this end, we propose a new positive sample propagation (PSP) module to discover and exploit the closely related audio-visual pairs by evaluating the relationship within every possible pair. It can be done by constructing an all-pair similarity map between each audio and visual segment, and only aggregating the features from the pairs with high similarity scores. To encourage the network to extract high correlated features for positive samples, a new audio-visual pair similarity loss is proposed. We also propose a new weighting branch to better exploit the temporal correlations in weakly supervised setting. We perform extensive experiments on the public AVE dataset and achieve new state-of-the-art accuracy in both fully and weakly supervised settings, thus verifying the effectiveness of our method.
In this paper, we propose to make a systematic study on machines multisensory perception under attacks. We use the audio-visual event recognition task against multimodal adversarial attacks as a proxy to investigate the robustness of audio-visual learning. We attack audio, visual, and both modalities to explore whether audio-visual integration still strengthens perception and how different fusion mechanisms affect the robustness of audio-visual models. For interpreting the multimodal interactions under attacks, we learn a weakly-supervised sound source visual localization model to localize sounding regions in videos. To mitigate multimodal attacks, we propose an audio-visual defense approach based on an audio-visual dissimilarity constraint and external feature memory banks. Extensive experiments demonstrate that audio-visual models are susceptible to multimodal adversarial attacks; audio-visual integration could decrease the model robustness rather than strengthen under multimodal attacks; even a weakly-supervised sound source visual localization model can be successfully fooled; our defense method can improve the invulnerability of audio-visual networks without significantly sacrificing clean model performance.