new

Get trending papers in your email inbox!

Subscribe

byAK and the research community

Mar 14

NViST: In the Wild New View Synthesis from a Single Image with Transformers

We propose NViST, a transformer-based model for novel-view synthesis from a single image, trained on a large-scale dataset of in-the-wild images with complex backgrounds. NViST transforms image inputs directly into a radiance field, adopting a scalable transformer-based architecture. In practice, NViST exploits the self-supervised features learnt by a masked autoencoder (MAE), and learns a novel decoder that translates features to 3D tokens via cross-attention and adaptive layer normalization. Our model is efficient at inference since only a single forward-pass is needed to predict a 3D representation, unlike methods that require test-time optimization or sampling such as 3D-aware diffusion models. We tackle further limitations of current new-view synthesis models. First, unlike most generative models that are trained in a category-specific manner, often on synthetic datasets or on masked inputs, our model is trained on MVImgNet, a large-scale dataset of real-world, casually-captured videos containing hundreds of object categories with diverse backgrounds. Secondly, our model does not require canonicalization of the training data - i.e. aligning all objects with a frontal view - only needing relative pose at training time which removes a substantial barrier to it being used on casually captured datasets. We show results on unseen objects and categories on MVImgNet and even casual phone captures. We conduct qualitative and quantitative evaluations on MVImgNet and ShapeNet to show that our model represents a step forward towards enabling true in-the-wild novel-view synthesis from a single image.

FactBench: A Dynamic Benchmark for In-the-Wild Language Model Factuality Evaluation

Language models (LMs) are widely used by an increasing number of users, underscoring the challenge of maintaining factuality across a broad range of topics. We first present VERIFY (Verification and Evidence RetrIeval for FactualitY evaluation), a pipeline to evaluate LMs' factuality in real-world user interactions. VERIFY considers the verifiability of LM-generated content and categorizes content units as supported, unsupported, or undecidable based on the retrieved evidence from the Web. Importantly, factuality judgment by VERIFY correlates better with human evaluations than existing methods. Using VERIFY, we identify "hallucination prompts" across diverse topics, i.e., those eliciting the highest rates of incorrect and inconclusive LM responses. These prompts form FactBench, a dataset of 1K prompts across 150 fine-grained topics. Our dataset captures emerging factuality challenges in real-world LM interactions and can be regularly updated with new prompts. We benchmark widely-used LMs from GPT, Gemini, and Llama3.1 family on FactBench, yielding the following key findings: (i) Proprietary models exhibit better factuality, with performance declining from Easy to Hard hallucination prompts. (ii) Llama3.1-405B-Instruct shows comparable or lower factual accuracy than Llama3.1-70B-Instruct across all evaluation methods due to its higher subjectivity that leads to more content labeled as undecidable. (iii) Gemini1.5-Pro shows a significantly higher refusal rate, with over-refusal in 25% of cases. Our code and data are publicly available at https://huggingface.co/spaces/launch/factbench.

GlowGAN: Unsupervised Learning of HDR Images from LDR Images in the Wild

Most in-the-wild images are stored in Low Dynamic Range (LDR) form, serving as a partial observation of the High Dynamic Range (HDR) visual world. Despite limited dynamic range, these LDR images are often captured with different exposures, implicitly containing information about the underlying HDR image distribution. Inspired by this intuition, in this work we present, to the best of our knowledge, the first method for learning a generative model of HDR images from in-the-wild LDR image collections in a fully unsupervised manner. The key idea is to train a generative adversarial network (GAN) to generate HDR images which, when projected to LDR under various exposures, are indistinguishable from real LDR images. The projection from HDR to LDR is achieved via a camera model that captures the stochasticity in exposure and camera response function. Experiments show that our method GlowGAN can synthesize photorealistic HDR images in many challenging cases such as landscapes, lightning, or windows, where previous supervised generative models produce overexposed images. We further demonstrate the new application of unsupervised inverse tone mapping (ITM) enabled by GlowGAN. Our ITM method does not need HDR images or paired multi-exposure images for training, yet it reconstructs more plausible information for overexposed regions than state-of-the-art supervised learning models trained on such data.

ScatterNeRF: Seeing Through Fog with Physically-Based Inverse Neural Rendering

Vision in adverse weather conditions, whether it be snow, rain, or fog is challenging. In these scenarios, scattering and attenuation severly degrades image quality. Handling such inclement weather conditions, however, is essential to operate autonomous vehicles, drones and robotic applications where human performance is impeded the most. A large body of work explores removing weather-induced image degradations with dehazing methods. Most methods rely on single images as input and struggle to generalize from synthetic fully-supervised training approaches or to generate high fidelity results from unpaired real-world datasets. With data as bottleneck and most of today's training data relying on good weather conditions with inclement weather as outlier, we rely on an inverse rendering approach to reconstruct the scene content. We introduce ScatterNeRF, a neural rendering method which adequately renders foggy scenes and decomposes the fog-free background from the participating media-exploiting the multiple views from a short automotive sequence without the need for a large training data corpus. Instead, the rendering approach is optimized on the multi-view scene itself, which can be typically captured by an autonomous vehicle, robot or drone during operation. Specifically, we propose a disentangled representation for the scattering volume and the scene objects, and learn the scene reconstruction with physics-inspired losses. We validate our method by capturing multi-view In-the-Wild data and controlled captures in a large-scale fog chamber.

Emilia: A Large-Scale, Extensive, Multilingual, and Diverse Dataset for Speech Generation

Recent advancements in speech generation have been driven by the large-scale training datasets. However, current models fall short of capturing the spontaneity and variability inherent in real-world human speech, due to their reliance on audiobook datasets limited to formal read-aloud speech styles. To bridge this gap, we introduce Emilia-Pipe, an open-source preprocessing pipeline to extract high-quality training data from valuable yet underexplored in-the-wild data that capture spontaneous human speech in real-world contexts. By leveraging Emilia-Pipe, we construct Emilia, the first multilingual speech generation dataset derived from in-the-wild speech data. This dataset comprises over 101k hours of speech across six languages: English, Chinese, German, French, Japanese, and Korean. Besides, we expand Emilia to Emilia-Large, a dataset exceeding 216k hours, making it the largest open-source speech generation dataset available. Extensive experiments demonstrate that Emilia significantly outperforms traditional audiobook datasets in generating spontaneous and human-like speech, showcasing superior performance in capturing diverse speaker timbre and speaking styles of real-world human speech. Furthermore, this work underscores the importance of scaling dataset size to advance speech generation research and validates the effectiveness of Emilia for both multilingual and crosslingual speech generation.

Joint Demosaicking and Denoising in the Wild: The Case of Training Under Ground Truth Uncertainty

Image demosaicking and denoising are the two key fundamental steps in digital camera pipelines, aiming to reconstruct clean color images from noisy luminance readings. In this paper, we propose and study Wild-JDD, a novel learning framework for joint demosaicking and denoising in the wild. In contrast to previous works which generally assume the ground truth of training data is a perfect reflection of the reality, we consider here the more common imperfect case of ground truth uncertainty in the wild. We first illustrate its manifestation as various kinds of artifacts including zipper effect, color moire and residual noise. Then we formulate a two-stage data degradation process to capture such ground truth uncertainty, where a conjugate prior distribution is imposed upon a base distribution. After that, we derive an evidence lower bound (ELBO) loss to train a neural network that approximates the parameters of the conjugate prior distribution conditioned on the degraded input. Finally, to further enhance the performance for out-of-distribution input, we design a simple but effective fine-tuning strategy by taking the input as a weakly informative prior. Taking into account ground truth uncertainty, Wild-JDD enjoys good interpretability during optimization. Extensive experiments validate that it outperforms state-of-the-art schemes on joint demosaicking and denoising tasks on both synthetic and realistic raw datasets.

FreeMan: Towards Benchmarking 3D Human Pose Estimation in the Wild

Estimating the 3D structure of the human body from natural scenes is a fundamental aspect of visual perception. This task carries great importance for fields like AIGC and human-robot interaction. In practice, 3D human pose estimation in real-world settings is a critical initial step in solving this problem. However, the current datasets, often collected under controlled laboratory conditions using complex motion capture equipment and unvarying backgrounds, are insufficient. The absence of real-world datasets is stalling the progress of this crucial task. To facilitate the development of 3D pose estimation, we present FreeMan, the first large-scale, real-world multi-view dataset. FreeMan was captured by synchronizing 8 smartphones across diverse scenarios. It comprises 11M frames from 8000 sequences, viewed from different perspectives. These sequences cover 40 subjects across 10 different scenarios, each with varying lighting conditions. We have also established an automated, precise labeling pipeline that allows for large-scale processing efficiently. We provide comprehensive evaluation baselines for a range of tasks, underlining the significant challenges posed by FreeMan. Further evaluations of standard indoor/outdoor human sensing datasets reveal that FreeMan offers robust representation transferability in real and complex scenes. FreeMan is now publicly available at https://wangjiongw.github.io/freeman.

Descriptive Image Quality Assessment in the Wild

With the rapid advancement of Vision Language Models (VLMs), VLM-based Image Quality Assessment (IQA) seeks to describe image quality linguistically to align with human expression and capture the multifaceted nature of IQA tasks. However, current methods are still far from practical usage. First, prior works focus narrowly on specific sub-tasks or settings, which do not align with diverse real-world applications. Second, their performance is sub-optimal due to limitations in dataset coverage, scale, and quality. To overcome these challenges, we introduce Depicted image Quality Assessment in the Wild (DepictQA-Wild). Our method includes a multi-functional IQA task paradigm that encompasses both assessment and comparison tasks, brief and detailed responses, full-reference and non-reference scenarios. We introduce a ground-truth-informed dataset construction approach to enhance data quality, and scale up the dataset to 495K under the brief-detail joint framework. Consequently, we construct a comprehensive, large-scale, and high-quality dataset, named DQ-495K. We also retain image resolution during training to better handle resolution-related quality issues, and estimate a confidence score that is helpful to filter out low-quality responses. Experimental results demonstrate that DepictQA-Wild significantly outperforms traditional score-based methods, prior VLM-based IQA models, and proprietary GPT-4V in distortion identification, instant rating, and reasoning tasks. Our advantages are further confirmed by real-world applications including assessing the web-downloaded images and ranking model-processed images. Datasets and codes will be released in https://depictqa.github.io/depictqa-wild/.

DigiRL: Training In-The-Wild Device-Control Agents with Autonomous Reinforcement Learning

Training corpuses for vision language models (VLMs) typically lack sufficient amounts of decision-centric data. This renders off-the-shelf VLMs sub-optimal for decision-making tasks such as in-the-wild device control through graphical user interfaces (GUIs). While training with static demonstrations has shown some promise, we show that such methods fall short for controlling real GUIs due to their failure to deal with real-world stochasticity and non-stationarity not captured in static observational data. This paper introduces a novel autonomous RL approach, called DigiRL, for training in-the-wild device control agents through fine-tuning a pre-trained VLM in two stages: offline RL to initialize the model, followed by offline-to-online RL. To do this, we build a scalable and parallelizable Android learning environment equipped with a VLM-based evaluator and develop a simple yet effective RL approach for learning in this domain. Our approach runs advantage-weighted RL with advantage estimators enhanced to account for stochasticity along with an automatic curriculum for deriving maximal learning signal. We demonstrate the effectiveness of DigiRL using the Android-in-the-Wild (AitW) dataset, where our 1.3B VLM trained with RL achieves a 49.5% absolute improvement -- from 17.7 to 67.2% success rate -- over supervised fine-tuning with static human demonstration data. These results significantly surpass not only the prior best agents, including AppAgent with GPT-4V (8.3% success rate) and the 17B CogAgent trained with AitW data (38.5%), but also the prior best autonomous RL approach based on filtered behavior cloning (57.8%), thereby establishing a new state-of-the-art for digital agents for in-the-wild device control.

3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views

3D cars are commonly used in self-driving systems, virtual/augmented reality, and games. However, existing 3D car datasets are either synthetic or low-quality, presenting a significant gap toward the high-quality real-world 3D car datasets and limiting their applications in practical scenarios. In this paper, we propose the first large-scale 3D real car dataset, termed 3DRealCar, offering three distinctive features. (1) High-Volume: 2,500 cars are meticulously scanned by 3D scanners, obtaining car images and point clouds with real-world dimensions; (2) High-Quality: Each car is captured in an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset contains various cars from over 100 brands, collected under three distinct lighting conditions, including reflective, standard, and dark. Additionally, we offer detailed car parsing maps for each instance to promote research in car parsing tasks. Moreover, we remove background point clouds and standardize the car orientation to a unified axis for the reconstruction only on cars without background and controllable rendering. We benchmark 3D reconstruction results with state-of-the-art methods across each lighting condition in 3DRealCar. Extensive experiments demonstrate that the standard lighting condition part of 3DRealCar can be used to produce a large number of high-quality 3D cars, improving various 2D and 3D tasks related to cars. Notably, our dataset brings insight into the fact that recent 3D reconstruction methods face challenges in reconstructing high-quality 3D cars under reflective and dark lighting conditions. red{https://xiaobiaodu.github.io/3drealcar/{Our dataset is available here.}}

VITON-DiT: Learning In-the-Wild Video Try-On from Human Dance Videos via Diffusion Transformers

Video try-on stands as a promising area for its tremendous real-world potential. Prior works are limited to transferring product clothing images onto person videos with simple poses and backgrounds, while underperforming on casually captured videos. Recently, Sora revealed the scalability of Diffusion Transformer (DiT) in generating lifelike videos featuring real-world scenarios. Inspired by this, we explore and propose the first DiT-based video try-on framework for practical in-the-wild applications, named VITON-DiT. Specifically, VITON-DiT consists of a garment extractor, a Spatial-Temporal denoising DiT, and an identity preservation ControlNet. To faithfully recover the clothing details, the extracted garment features are fused with the self-attention outputs of the denoising DiT and the ControlNet. We also introduce novel random selection strategies during training and an Interpolated Auto-Regressive (IAR) technique at inference to facilitate long video generation. Unlike existing attempts that require the laborious and restrictive construction of a paired training dataset, severely limiting their scalability, VITON-DiT alleviates this by relying solely on unpaired human dance videos and a carefully designed multi-stage training strategy. Furthermore, we curate a challenging benchmark dataset to evaluate the performance of casual video try-on. Extensive experiments demonstrate the superiority of VITON-DiT in generating spatio-temporal consistent try-on results for in-the-wild videos with complicated human poses.

Towards Explainable In-the-Wild Video Quality Assessment: A Database and a Language-Prompted Approach

The proliferation of in-the-wild videos has greatly expanded the Video Quality Assessment (VQA) problem. Unlike early definitions that usually focus on limited distortion types, VQA on in-the-wild videos is especially challenging as it could be affected by complicated factors, including various distortions and diverse contents. Though subjective studies have collected overall quality scores for these videos, how the abstract quality scores relate with specific factors is still obscure, hindering VQA methods from more concrete quality evaluations (e.g. sharpness of a video). To solve this problem, we collect over two million opinions on 4,543 in-the-wild videos on 13 dimensions of quality-related factors, including in-capture authentic distortions (e.g. motion blur, noise, flicker), errors introduced by compression and transmission, and higher-level experiences on semantic contents and aesthetic issues (e.g. composition, camera trajectory), to establish the multi-dimensional Maxwell database. Specifically, we ask the subjects to label among a positive, a negative, and a neutral choice for each dimension. These explanation-level opinions allow us to measure the relationships between specific quality factors and abstract subjective quality ratings, and to benchmark different categories of VQA algorithms on each dimension, so as to more comprehensively analyze their strengths and weaknesses. Furthermore, we propose the MaxVQA, a language-prompted VQA approach that modifies vision-language foundation model CLIP to better capture important quality issues as observed in our analyses. The MaxVQA can jointly evaluate various specific quality factors and final quality scores with state-of-the-art accuracy on all dimensions, and superb generalization ability on existing datasets. Code and data available at https://github.com/VQAssessment/MaxVQA.

AMMeBa: A Large-Scale Survey and Dataset of Media-Based Misinformation In-The-Wild

The prevalence and harms of online misinformation is a perennial concern for internet platforms, institutions and society at large. Over time, information shared online has become more media-heavy and misinformation has readily adapted to these new modalities. The rise of generative AI-based tools, which provide widely-accessible methods for synthesizing realistic audio, images, video and human-like text, have amplified these concerns. Despite intense interest on the part of the public and significant press coverage, quantitative information on the prevalence and modality of media-based misinformation remains scarce. Here, we present the results of a two-year study using human raters to annotate online media-based misinformation, mostly focusing on images, based on claims assessed in a large sample of publicly-accessible fact checks with the ClaimReview markup. We present an image typology, designed to capture aspects of the image and manipulation relevant to the image's role in the misinformation claim. We visualize the distribution of these types over time. We show the the rise of generative AI-based content in misinformation claims, and that it's commonality is a relatively recent phenomenon, occurring significantly after heavy press coverage. We also show "simple" methods dominated historically, particularly context manipulations, and continued to hold a majority as of the end of data collection in November 2023. The dataset, Annotated Misinformation, Media-Based (AMMeBa), is publicly-available, and we hope that these data will serve as both a means of evaluating mitigation methods in a realistic setting and as a first-of-its-kind census of the types and modalities of online misinformation.

Textualized and Feature-based Models for Compound Multimodal Emotion Recognition in the Wild

Systems for multimodal emotion recognition (ER) are commonly trained to extract features from different modalities (e.g., visual, audio, and textual) that are combined to predict individual basic emotions. However, compound emotions often occur in real-world scenarios, and the uncertainty of recognizing such complex emotions over diverse modalities is challenging for feature-based models As an alternative, emerging multimodal large language models (LLMs) like BERT and LLaMA rely on explicit non-verbal cues that may be translated from different non-textual modalities (e.g., audio and visual) into text. Textualization of modalities augments data with emotional cues to help the LLM encode the interconnections between all modalities in a shared text space. In such text-based models, prior knowledge of ER tasks is leveraged to textualize relevant nonverbal cues such as audio tone from vocal expressions, and action unit intensity from facial expressions. Since the pre-trained weights are publicly available for many LLMs, training on large-scale datasets is unnecessary, allowing fine-tuning for downstream tasks such as compound ER (CER). This paper compares the potential of text- and feature-based approaches for compound multimodal ER in videos. Experiments were conducted on the challenging C-EXPR-DB dataset in the wild for CER, and contrasted with results on the MELD dataset for basic ER. Our results indicate that multimodal textualization provides lower accuracy than feature-based models on C-EXPR-DB, where text transcripts are captured in the wild. However, higher accuracy can be achieved when the video data has rich transcripts. Our code is available.

MetaCap: Meta-learning Priors from Multi-View Imagery for Sparse-view Human Performance Capture and Rendering

Faithful human performance capture and free-view rendering from sparse RGB observations is a long-standing problem in Vision and Graphics. The main challenges are the lack of observations and the inherent ambiguities of the setting, e.g. occlusions and depth ambiguity. As a result, radiance fields, which have shown great promise in capturing high-frequency appearance and geometry details in dense setups, perform poorly when naively supervising them on sparse camera views, as the field simply overfits to the sparse-view inputs. To address this, we propose MetaCap, a method for efficient and high-quality geometry recovery and novel view synthesis given very sparse or even a single view of the human. Our key idea is to meta-learn the radiance field weights solely from potentially sparse multi-view videos, which can serve as a prior when fine-tuning them on sparse imagery depicting the human. This prior provides a good network weight initialization, thereby effectively addressing ambiguities in sparse-view capture. Due to the articulated structure of the human body and motion-induced surface deformations, learning such a prior is non-trivial. Therefore, we propose to meta-learn the field weights in a pose-canonicalized space, which reduces the spatial feature range and makes feature learning more effective. Consequently, one can fine-tune our field parameters to quickly generalize to unseen poses, novel illumination conditions as well as novel and sparse (even monocular) camera views. For evaluating our method under different scenarios, we collect a new dataset, WildDynaCap, which contains subjects captured in, both, a dense camera dome and in-the-wild sparse camera rigs, and demonstrate superior results compared to recent state-of-the-art methods on, both, public and WildDynaCap dataset.

MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations

In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.

GeneMAN: Generalizable Single-Image 3D Human Reconstruction from Multi-Source Human Data

Given a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e.g., SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images.

Generative Zoo

The model-based estimation of 3D animal pose and shape from images enables computational modeling of animal behavior. Training models for this purpose requires large amounts of labeled image data with precise pose and shape annotations. However, capturing such data requires the use of multi-view or marker-based motion-capture systems, which are impractical to adapt to wild animals in situ and impossible to scale across a comprehensive set of animal species. Some have attempted to address the challenge of procuring training data by pseudo-labeling individual real-world images through manual 2D annotation, followed by 3D-parameter optimization to those labels. While this approach may produce silhouette-aligned samples, the obtained pose and shape parameters are often implausible due to the ill-posed nature of the monocular fitting problem. Sidestepping real-world ambiguity, others have designed complex synthetic-data-generation pipelines leveraging video-game engines and collections of artist-designed 3D assets. Such engines yield perfect ground-truth annotations but are often lacking in visual realism and require considerable manual effort to adapt to new species or environments. Motivated by these shortcomings, we propose an alternative approach to synthetic-data generation: rendering with a conditional image-generation model. We introduce a pipeline that samples a diverse set of poses and shapes for a variety of mammalian quadrupeds and generates realistic images with corresponding ground-truth pose and shape parameters. To demonstrate the scalability of our approach, we introduce GenZoo, a synthetic dataset containing one million images of distinct subjects. We train a 3D pose and shape regressor on GenZoo, which achieves state-of-the-art performance on a real-world animal pose and shape estimation benchmark, despite being trained solely on synthetic data. https://genzoo.is.tue.mpg.de

Bringing Back the Context: Camera Trap Species Identification as Link Prediction on Multimodal Knowledge Graphs

Camera traps are valuable tools in animal ecology for biodiversity monitoring and conservation. However, challenges like poor generalization to deployment at new unseen locations limit their practical application. Images are naturally associated with heterogeneous forms of context possibly in different modalities. In this work, we leverage the structured context associated with the camera trap images to improve out-of-distribution generalization for the task of species identification in camera traps. For example, a photo of a wild animal may be associated with information about where and when it was taken, as well as structured biology knowledge about the animal species. While typically overlooked by existing work, bringing back such context offers several potential benefits for better image understanding, such as addressing data scarcity and enhancing generalization. However, effectively integrating such heterogeneous context into the visual domain is a challenging problem. To address this, we propose a novel framework that reformulates species classification as link prediction in a multimodal knowledge graph (KG). This framework seamlessly integrates various forms of multimodal context for visual recognition. We apply this framework for out-of-distribution species classification on the iWildCam2020-WILDS and Snapshot Mountain Zebra datasets and achieve competitive performance with state-of-the-art approaches. Furthermore, our framework successfully incorporates biological taxonomy for improved generalization and enhances sample efficiency for recognizing under-represented species.

Automatically identifying, counting, and describing wild animals in camera-trap images with deep learning

Having accurate, detailed, and up-to-date information about the location and behavior of animals in the wild would revolutionize our ability to study and conserve ecosystems. We investigate the ability to automatically, accurately, and inexpensively collect such data, which could transform many fields of biology, ecology, and zoology into "big data" sciences. Motion sensor "camera traps" enable collecting wildlife pictures inexpensively, unobtrusively, and frequently. However, extracting information from these pictures remains an expensive, time-consuming, manual task. We demonstrate that such information can be automatically extracted by deep learning, a cutting-edge type of artificial intelligence. We train deep convolutional neural networks to identify, count, and describe the behaviors of 48 species in the 3.2-million-image Snapshot Serengeti dataset. Our deep neural networks automatically identify animals with over 93.8% accuracy, and we expect that number to improve rapidly in years to come. More importantly, if our system classifies only images it is confident about, our system can automate animal identification for 99.3% of the data while still performing at the same 96.6% accuracy as that of crowdsourced teams of human volunteers, saving more than 8.4 years (at 40 hours per week) of human labeling effort (i.e. over 17,000 hours) on this 3.2-million-image dataset. Those efficiency gains immediately highlight the importance of using deep neural networks to automate data extraction from camera-trap images. Our results suggest that this technology could enable the inexpensive, unobtrusive, high-volume, and even real-time collection of a wealth of information about vast numbers of animals in the wild.

The PanAf-FGBG Dataset: Understanding the Impact of Backgrounds in Wildlife Behaviour Recognition

Computer vision analysis of camera trap video footage is essential for wildlife conservation, as captured behaviours offer some of the earliest indicators of changes in population health. Recently, several high-impact animal behaviour datasets and methods have been introduced to encourage their use; however, the role of behaviour-correlated background information and its significant effect on out-of-distribution generalisation remain unexplored. In response, we present the PanAf-FGBG dataset, featuring 20 hours of wild chimpanzee behaviours, recorded at over 350 individual camera locations. Uniquely, it pairs every video with a chimpanzee (referred to as a foreground video) with a corresponding background video (with no chimpanzee) from the same camera location. We present two views of the dataset: one with overlapping camera locations and one with disjoint locations. This setup enables, for the first time, direct evaluation of in-distribution and out-of-distribution conditions, and for the impact of backgrounds on behaviour recognition models to be quantified. All clips come with rich behavioural annotations and metadata including unique camera IDs and detailed textual scene descriptions. Additionally, we establish several baselines and present a highly effective latent-space normalisation technique that boosts out-of-distribution performance by +5.42% mAP for convolutional and +3.75% mAP for transformer-based models. Finally, we provide an in-depth analysis on the role of backgrounds in out-of-distribution behaviour recognition, including the so far unexplored impact of background durations (i.e., the count of background frames within foreground videos).

Generative Inbetweening through Frame-wise Conditions-Driven Video Generation

Generative inbetweening aims to generate intermediate frame sequences by utilizing two key frames as input. Although remarkable progress has been made in video generation models, generative inbetweening still faces challenges in maintaining temporal stability due to the ambiguous interpolation path between two key frames. This issue becomes particularly severe when there is a large motion gap between input frames. In this paper, we propose a straightforward yet highly effective Frame-wise Conditions-driven Video Generation (FCVG) method that significantly enhances the temporal stability of interpolated video frames. Specifically, our FCVG provides an explicit condition for each frame, making it much easier to identify the interpolation path between two input frames and thus ensuring temporally stable production of visually plausible video frames. To achieve this, we suggest extracting matched lines from two input frames that can then be easily interpolated frame by frame, serving as frame-wise conditions seamlessly integrated into existing video generation models. In extensive evaluations covering diverse scenarios such as natural landscapes, complex human poses, camera movements and animations, existing methods often exhibit incoherent transitions across frames. In contrast, our FCVG demonstrates the capability to generate temporally stable videos using both linear and non-linear interpolation curves. Our project page and code are available at https://fcvg-inbetween.github.io/.