new

Get trending papers in your email inbox!

Subscribe

byAK and the research community

Mar 11

Detecting Any Human-Object Interaction Relationship: Universal HOI Detector with Spatial Prompt Learning on Foundation Models

Human-object interaction (HOI) detection aims to comprehend the intricate relationships between humans and objects, predicting <human, action, object> triplets, and serving as the foundation for numerous computer vision tasks. The complexity and diversity of human-object interactions in the real world, however, pose significant challenges for both annotation and recognition, particularly in recognizing interactions within an open world context. This study explores the universal interaction recognition in an open-world setting through the use of Vision-Language (VL) foundation models and large language models (LLMs). The proposed method is dubbed as \textbf{UniHOI}. We conduct a deep analysis of the three hierarchical features inherent in visual HOI detectors and propose a method for high-level relation extraction aimed at VL foundation models, which we call HO prompt-based learning. Our design includes an HO Prompt-guided Decoder (HOPD), facilitates the association of high-level relation representations in the foundation model with various HO pairs within the image. Furthermore, we utilize a LLM (i.e. GPT) for interaction interpretation, generating a richer linguistic understanding for complex HOIs. For open-category interaction recognition, our method supports either of two input types: interaction phrase or interpretive sentence. Our efficient architecture design and learning methods effectively unleash the potential of the VL foundation models and LLMs, allowing UniHOI to surpass all existing methods with a substantial margin, under both supervised and zero-shot settings. The code and pre-trained weights are available at: https://github.com/Caoyichao/UniHOI.

Novel-view Synthesis and Pose Estimation for Hand-Object Interaction from Sparse Views

Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.

InterTrack: Tracking Human Object Interaction without Object Templates

Tracking human object interaction from videos is important to understand human behavior from the rapidly growing stream of video data. Previous video-based methods require predefined object templates while single-image-based methods are template-free but lack temporal consistency. In this paper, we present a method to track human object interaction without any object shape templates. We decompose the 4D tracking problem into per-frame pose tracking and canonical shape optimization. We first apply a single-view reconstruction method to obtain temporally-inconsistent per-frame interaction reconstructions. Then, for the human, we propose an efficient autoencoder to predict SMPL vertices directly from the per-frame reconstructions, introducing temporally consistent correspondence. For the object, we introduce a pose estimator that leverages temporal information to predict smooth object rotations under occlusions. To train our model, we propose a method to generate synthetic interaction videos and synthesize in total 10 hour videos of 8.5k sequences with full 3D ground truth. Experiments on BEHAVE and InterCap show that our method significantly outperforms previous template-based video tracking and single-frame reconstruction methods. Our proposed synthetic video dataset also allows training video-based methods that generalize to real-world videos. Our code and dataset will be publicly released.

VirtualModel: Generating Object-ID-retentive Human-object Interaction Image by Diffusion Model for E-commerce Marketing

Due to the significant advances in large-scale text-to-image generation by diffusion model (DM), controllable human image generation has been attracting much attention recently. Existing works, such as Controlnet [36], T2I-adapter [20] and HumanSD [10] have demonstrated good abilities in generating human images based on pose conditions, they still fail to meet the requirements of real e-commerce scenarios. These include (1) the interaction between the shown product and human should be considered, (2) human parts like face/hand/arm/foot and the interaction between human model and product should be hyper-realistic, and (3) the identity of the product shown in advertising should be exactly consistent with the product itself. To this end, in this paper, we first define a new human image generation task for e-commerce marketing, i.e., Object-ID-retentive Human-object Interaction image Generation (OHG), and then propose a VirtualModel framework to generate human images for product shown, which supports displays of any categories of products and any types of human-object interaction. As shown in Figure 1, VirtualModel not only outperforms other methods in terms of accurate pose control and image quality but also allows for the display of user-specified product objects by maintaining the product-ID consistency and enhancing the plausibility of human-object interaction. Codes and data will be released.

Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction

Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.

GeneOH Diffusion: Towards Generalizable Hand-Object Interaction Denoising via Denoising Diffusion

In this work, we tackle the challenging problem of denoising hand-object interactions (HOI). Given an erroneous interaction sequence, the objective is to refine the incorrect hand trajectory to remove interaction artifacts for a perceptually realistic sequence. This challenge involves intricate interaction noise, including unnatural hand poses and incorrect hand-object relations, alongside the necessity for robust generalization to new interactions and diverse noise patterns. We tackle those challenges through a novel approach, GeneOH Diffusion, incorporating two key designs: an innovative contact-centric HOI representation named GeneOH and a new domain-generalizable denoising scheme. The contact-centric representation GeneOH informatively parameterizes the HOI process, facilitating enhanced generalization across various HOI scenarios. The new denoising scheme consists of a canonical denoising model trained to project noisy data samples from a whitened noise space to a clean data manifold and a "denoising via diffusion" strategy which can handle input trajectories with various noise patterns by first diffusing them to align with the whitened noise space and cleaning via the canonical denoiser. Extensive experiments on four benchmarks with significant domain variations demonstrate the superior effectiveness of our method. GeneOH Diffusion also shows promise for various downstream applications. Project website: https://meowuu7.github.io/GeneOH-Diffusion/.

CycleHOI: Improving Human-Object Interaction Detection with Cycle Consistency of Detection and Generation

Recognition and generation are two fundamental tasks in computer vision, which are often investigated separately in the exiting literature. However, these two tasks are highly correlated in essence as they both require understanding the underline semantics of visual concepts. In this paper, we propose a new learning framework, coined as CycleHOI, to boost the performance of human-object interaction (HOI) detection by bridging the DETR-based detection pipeline and the pre-trained text-to-image diffusion model. Our key design is to introduce a novel cycle consistency loss for the training of HOI detector, which is able to explicitly leverage the knowledge captured in the powerful diffusion model to guide the HOI detector training. Specifically, we build an extra generation task on top of the decoded instance representations from HOI detector to enforce a detection-generation cycle consistency. Moreover, we perform feature distillation from diffusion model to detector encoder to enhance its representation power. In addition, we further utilize the generation power of diffusion model to augment the training set in both aspects of label correction and sample generation. We perform extensive experiments to verify the effectiveness and generalization power of our CycleHOI with three HOI detection frameworks on two public datasets: HICO-DET and V-COCO. The experimental results demonstrate our CycleHOI can significantly improve the performance of the state-of-the-art HOI detectors.

AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

Full-Body Articulated Human-Object Interaction

Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.

RHINO: Learning Real-Time Humanoid-Human-Object Interaction from Human Demonstrations

Humanoid robots have shown success in locomotion and manipulation. Despite these basic abilities, humanoids are still required to quickly understand human instructions and react based on human interaction signals to become valuable assistants in human daily life. Unfortunately, most existing works only focus on multi-stage interactions, treating each task separately, and neglecting real-time feedback. In this work, we aim to empower humanoid robots with real-time reaction abilities to achieve various tasks, allowing human to interrupt robots at any time, and making robots respond to humans immediately. To support such abilities, we propose a general humanoid-human-object interaction framework, named RHINO, i.e., Real-time Humanoid-human Interaction and Object manipulation. RHINO provides a unified view of reactive motion, instruction-based manipulation, and safety concerns, over multiple human signal modalities, such as languages, images, and motions. RHINO is a hierarchical learning framework, enabling humanoids to learn reaction skills from human-human-object demonstrations and teleoperation data. In particular, it decouples the interaction process into two levels: 1) a high-level planner inferring human intentions from real-time human behaviors; and 2) a low-level controller achieving reactive motion behaviors and object manipulation skills based on the predicted intentions. We evaluate the proposed framework on a real humanoid robot and demonstrate its effectiveness, flexibility, and safety in various scenarios.

InterFusion: Text-Driven Generation of 3D Human-Object Interaction

In this study, we tackle the complex task of generating 3D human-object interactions (HOI) from textual descriptions in a zero-shot text-to-3D manner. We identify and address two key challenges: the unsatisfactory outcomes of direct text-to-3D methods in HOI, largely due to the lack of paired text-interaction data, and the inherent difficulties in simultaneously generating multiple concepts with complex spatial relationships. To effectively address these issues, we present InterFusion, a two-stage framework specifically designed for HOI generation. InterFusion involves human pose estimations derived from text as geometric priors, which simplifies the text-to-3D conversion process and introduces additional constraints for accurate object generation. At the first stage, InterFusion extracts 3D human poses from a synthesized image dataset depicting a wide range of interactions, subsequently mapping these poses to interaction descriptions. The second stage of InterFusion capitalizes on the latest developments in text-to-3D generation, enabling the production of realistic and high-quality 3D HOI scenes. This is achieved through a local-global optimization process, where the generation of human body and object is optimized separately, and jointly refined with a global optimization of the entire scene, ensuring a seamless and contextually coherent integration. Our experimental results affirm that InterFusion significantly outperforms existing state-of-the-art methods in 3D HOI generation.

F-HOI: Toward Fine-grained Semantic-Aligned 3D Human-Object Interactions

Existing 3D human object interaction (HOI) datasets and models simply align global descriptions with the long HOI sequence, while lacking a detailed understanding of intermediate states and the transitions between states. In this paper, we argue that fine-grained semantic alignment, which utilizes state-level descriptions, offers a promising paradigm for learning semantically rich HOI representations. To achieve this, we introduce Semantic-HOI, a new dataset comprising over 20K paired HOI states with fine-grained descriptions for each HOI state and the body movements that happen between two consecutive states. Leveraging the proposed dataset, we design three state-level HOI tasks to accomplish fine-grained semantic alignment within the HOI sequence. Additionally, we propose a unified model called F-HOI, designed to leverage multimodal instructions and empower the Multi-modal Large Language Model to efficiently handle diverse HOI tasks. F-HOI offers multiple advantages: (1) It employs a unified task formulation that supports the use of versatile multimodal inputs. (2) It maintains consistency in HOI across 2D, 3D, and linguistic spaces. (3) It utilizes fine-grained textual supervision for direct optimization, avoiding intricate modeling of HOI states. Extensive experiments reveal that F-HOI effectively aligns HOI states with fine-grained semantic descriptions, adeptly tackling understanding, reasoning, generation, and reconstruction tasks.

InteractDiffusion: Interaction Control in Text-to-Image Diffusion Models

Large-scale text-to-image (T2I) diffusion models have showcased incredible capabilities in generating coherent images based on textual descriptions, enabling vast applications in content generation. While recent advancements have introduced control over factors such as object localization, posture, and image contours, a crucial gap remains in our ability to control the interactions between objects in the generated content. Well-controlling interactions in generated images could yield meaningful applications, such as creating realistic scenes with interacting characters. In this work, we study the problems of conditioning T2I diffusion models with Human-Object Interaction (HOI) information, consisting of a triplet label (person, action, object) and corresponding bounding boxes. We propose a pluggable interaction control model, called InteractDiffusion that extends existing pre-trained T2I diffusion models to enable them being better conditioned on interactions. Specifically, we tokenize the HOI information and learn their relationships via interaction embeddings. A conditioning self-attention layer is trained to map HOI tokens to visual tokens, thereby conditioning the visual tokens better in existing T2I diffusion models. Our model attains the ability to control the interaction and location on existing T2I diffusion models, which outperforms existing baselines by a large margin in HOI detection score, as well as fidelity in FID and KID. Project page: https://jiuntian.github.io/interactdiffusion.

Autonomous Character-Scene Interaction Synthesis from Text Instruction

Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

DAViD: Modeling Dynamic Affordance of 3D Objects using Pre-trained Video Diffusion Models

Understanding the ability of humans to use objects is crucial for AI to improve daily life. Existing studies for learning such ability focus on human-object patterns (e.g., contact, spatial relation, orientation) in static situations, and learning Human-Object Interaction (HOI) patterns over time (i.e., movement of human and object) is relatively less explored. In this paper, we introduce a novel type of affordance named Dynamic Affordance. For a given input 3D object mesh, we learn dynamic affordance which models the distribution of both (1) human motion and (2) human-guided object pose during interactions. As a core idea, we present a method to learn the 3D dynamic affordance from synthetically generated 2D videos, leveraging a pre-trained video diffusion model. Specifically, we propose a pipeline that first generates 2D HOI videos from the 3D object and then lifts them into 3D to generate 4D HOI samples. Once we generate diverse 4D HOI samples on various target objects, we train our DAViD, where we present a method based on the Low-Rank Adaptation (LoRA) module for pre-trained human motion diffusion model (MDM) and an object pose diffusion model with human pose guidance. Our motion diffusion model is extended for multi-object interactions, demonstrating the advantage of our pipeline with LoRA for combining the concepts of object usage. Through extensive experiments, we demonstrate our DAViD outperforms the baselines in generating human motion with HOIs.

ChildPlay-Hand: A Dataset of Hand Manipulations in the Wild

Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of datasets. Most third-person view datasets are curated for action recognition tasks and feature pre-segmented clips of high-level daily activities, leaving a gap for in-the-wild datasets. To address this gap, we propose ChildPlay-Hand, a novel dataset that includes person and object bounding boxes, as well as manipulation actions. ChildPlay-Hand is unique in: (1) providing per-hand annotations; (2) featuring videos in uncontrolled settings with natural interactions, involving both adults and children; (3) including gaze labels from the ChildPlay-Gaze dataset for joint modeling of manipulations and gaze. The manipulation actions cover the main stages of an HOI cycle, such as grasping, holding or operating, and different types of releasing. To illustrate the interest of the dataset, we study two tasks: object in hand detection (OiH), i.e. if a person has an object in their hand, and manipulation stages (ManiS), which is more fine-grained and targets the main stages of manipulation. We benchmark various spatio-temporal and segmentation networks, exploring body vs. hand-region information and comparing pose and RGB modalities. Our findings suggest that ChildPlay-Hand is a challenging new benchmark for modeling HOI in the wild.

Re-mine, Learn and Reason: Exploring the Cross-modal Semantic Correlations for Language-guided HOI detection

Human-Object Interaction (HOI) detection is a challenging computer vision task that requires visual models to address the complex interactive relationship between humans and objects and predict HOI triplets. Despite the challenges posed by the numerous interaction combinations, they also offer opportunities for multimodal learning of visual texts. In this paper, we present a systematic and unified framework (RmLR) that enhances HOI detection by incorporating structured text knowledge. Firstly, we qualitatively and quantitatively analyze the loss of interaction information in the two-stage HOI detector and propose a re-mining strategy to generate more comprehensive visual representation.Secondly, we design more fine-grained sentence- and word-level alignment and knowledge transfer strategies to effectively address the many-to-many matching problem between multiple interactions and multiple texts.These strategies alleviate the matching confusion problem that arises when multiple interactions occur simultaneously, thereby improving the effectiveness of the alignment process. Finally, HOI reasoning by visual features augmented with textual knowledge substantially improves the understanding of interactions. Experimental results illustrate the effectiveness of our approach, where state-of-the-art performance is achieved on public benchmarks. We further analyze the effects of different components of our approach to provide insights into its efficacy.

Inject Semantic Concepts into Image Tagging for Open-Set Recognition

In this paper, we introduce the Recognize Anything Plus Model~(RAM++), a fundamental image recognition model with strong open-set recognition capabilities, by injecting semantic concepts into image tagging training framework. Previous approaches are either image tagging models constrained by limited semantics, or vision-language models with shallow interaction for suboptimal performance in multi-tag recognition. In contrast, RAM++ integrates image-text alignment and image-tagging within a unified fine-grained interaction framework based on image-tags-text triplets. This design enables RAM++ not only excel in identifying predefined categories, but also significantly augment the recognition ability in open-set categories. Moreover, RAM++ employs large language models~(LLMs) to generate diverse visual tag descriptions, pioneering the integration of LLM's knowledge into image tagging training. This approach empowers RAM++ to integrate visual description concepts for open-set recognition during inference. Evaluations on comprehensive image recognition benchmarks demonstrate RAM++ exceeds existing state-of-the-art (SOTA) fundamental image recognition models on most aspects. Specifically, for predefined common-used tag categories, RAM++ showcases 10.2 mAP and 15.4 mAP enhancements over CLIP on OpenImages and ImageNet. For open-set categories beyond predefined, RAM++ records improvements of 5 mAP and 6.4 mAP over CLIP and RAM respectively on OpenImages. For diverse human-object interaction phrases, RAM++ achieves 7.8 mAP and 4.7 mAP improvements on the HICO benchmark. Code, datasets and pre-trained models are available at https://github.com/xinyu1205/recognize-anything.

Exploring Conditional Multi-Modal Prompts for Zero-shot HOI Detection

Zero-shot Human-Object Interaction (HOI) detection has emerged as a frontier topic due to its capability to detect HOIs beyond a predefined set of categories. This task entails not only identifying the interactiveness of human-object pairs and localizing them but also recognizing both seen and unseen interaction categories. In this paper, we introduce a novel framework for zero-shot HOI detection using Conditional Multi-Modal Prompts, namely CMMP. This approach enhances the generalization of large foundation models, such as CLIP, when fine-tuned for HOI detection. Unlike traditional prompt-learning methods, we propose learning decoupled vision and language prompts for interactiveness-aware visual feature extraction and generalizable interaction classification, respectively. Specifically, we integrate prior knowledge of different granularity into conditional vision prompts, including an input-conditioned instance prior and a global spatial pattern prior. The former encourages the image encoder to treat instances belonging to seen or potentially unseen HOI concepts equally while the latter provides representative plausible spatial configuration of the human and object under interaction. Besides, we employ language-aware prompt learning with a consistency constraint to preserve the knowledge of the large foundation model to enable better generalization in the text branch. Extensive experiments demonstrate the efficacy of our detector with conditional multi-modal prompts, outperforming previous state-of-the-art on unseen classes of various zero-shot settings. The code and models are available at https://github.com/ltttpku/CMMP.

RLIPv2: Fast Scaling of Relational Language-Image Pre-training

Relational Language-Image Pre-training (RLIP) aims to align vision representations with relational texts, thereby advancing the capability of relational reasoning in computer vision tasks. However, hindered by the slow convergence of RLIPv1 architecture and the limited availability of existing scene graph data, scaling RLIPv1 is challenging. In this paper, we propose RLIPv2, a fast converging model that enables the scaling of relational pre-training to large-scale pseudo-labelled scene graph data. To enable fast scaling, RLIPv2 introduces Asymmetric Language-Image Fusion (ALIF), a mechanism that facilitates earlier and deeper gated cross-modal fusion with sparsified language encoding layers. ALIF leads to comparable or better performance than RLIPv1 in a fraction of the time for pre-training and fine-tuning. To obtain scene graph data at scale, we extend object detection datasets with free-form relation labels by introducing a captioner (e.g., BLIP) and a designed Relation Tagger. The Relation Tagger assigns BLIP-generated relation texts to region pairs, thus enabling larger-scale relational pre-training. Through extensive experiments conducted on Human-Object Interaction Detection and Scene Graph Generation, RLIPv2 shows state-of-the-art performance on three benchmarks under fully-finetuning, few-shot and zero-shot settings. Notably, the largest RLIPv2 achieves 23.29mAP on HICO-DET without any fine-tuning, yields 32.22mAP with just 1% data and yields 45.09mAP with 100% data. Code and models are publicly available at https://github.com/JacobYuan7/RLIPv2.

C-Drag: Chain-of-Thought Driven Motion Controller for Video Generation

Trajectory-based motion control has emerged as an intuitive and efficient approach for controllable video generation. However, the existing trajectory-based approaches are usually limited to only generating the motion trajectory of the controlled object and ignoring the dynamic interactions between the controlled object and its surroundings. To address this limitation, we propose a Chain-of-Thought-based motion controller for controllable video generation, named C-Drag. Instead of directly generating the motion of some objects, our C-Drag first performs object perception and then reasons the dynamic interactions between different objects according to the given motion control of the objects. Specifically, our method includes an object perception module and a Chain-of-Thought-based motion reasoning module. The object perception module employs visual language models to capture the position and category information of various objects within the image. The Chain-of-Thought-based motion reasoning module takes this information as input and conducts a stage-wise reasoning process to generate motion trajectories for each of the affected objects, which are subsequently fed to the diffusion model for video synthesis. Furthermore, we introduce a new video object interaction (VOI) dataset to evaluate the generation quality of motion controlled video generation methods. Our VOI dataset contains three typical types of interactions and provides the motion trajectories of objects that can be used for accurate performance evaluation. Experimental results show that C-Drag achieves promising performance across multiple metrics, excelling in object motion control. Our benchmark, codes, and models will be available at https://github.com/WesLee88524/C-Drag-Official-Repo.

LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation

In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.

EmbodiedEval: Evaluate Multimodal LLMs as Embodied Agents

Multimodal Large Language Models (MLLMs) have shown significant advancements, providing a promising future for embodied agents. Existing benchmarks for evaluating MLLMs primarily utilize static images or videos, limiting assessments to non-interactive scenarios. Meanwhile, existing embodied AI benchmarks are task-specific and not diverse enough, which do not adequately evaluate the embodied capabilities of MLLMs. To address this, we propose EmbodiedEval, a comprehensive and interactive evaluation benchmark for MLLMs with embodied tasks. EmbodiedEval features 328 distinct tasks within 125 varied 3D scenes, each of which is rigorously selected and annotated. It covers a broad spectrum of existing embodied AI tasks with significantly enhanced diversity, all within a unified simulation and evaluation framework tailored for MLLMs. The tasks are organized into five categories: navigation, object interaction, social interaction, attribute question answering, and spatial question answering to assess different capabilities of the agents. We evaluated the state-of-the-art MLLMs on EmbodiedEval and found that they have a significant shortfall compared to human level on embodied tasks. Our analysis demonstrates the limitations of existing MLLMs in embodied capabilities, providing insights for their future development. We open-source all evaluation data and simulation framework at https://github.com/thunlp/EmbodiedEval.

FineBio: A Fine-Grained Video Dataset of Biological Experiments with Hierarchical Annotation

In the development of science, accurate and reproducible documentation of the experimental process is crucial. Automatic recognition of the actions in experiments from videos would help experimenters by complementing the recording of experiments. Towards this goal, we propose FineBio, a new fine-grained video dataset of people performing biological experiments. The dataset consists of multi-view videos of 32 participants performing mock biological experiments with a total duration of 14.5 hours. One experiment forms a hierarchical structure, where a protocol consists of several steps, each further decomposed into a set of atomic operations. The uniqueness of biological experiments is that while they require strict adherence to steps described in each protocol, there is freedom in the order of atomic operations. We provide hierarchical annotation on protocols, steps, atomic operations, object locations, and their manipulation states, providing new challenges for structured activity understanding and hand-object interaction recognition. To find out challenges on activity understanding in biological experiments, we introduce baseline models and results on four different tasks, including (i) step segmentation, (ii) atomic operation detection (iii) object detection, and (iv) manipulated/affected object detection. Dataset and code are available from https://github.com/aistairc/FineBio.

ReVersion: Diffusion-Based Relation Inversion from Images

Diffusion models gain increasing popularity for their generative capabilities. Recently, there have been surging needs to generate customized images by inverting diffusion models from exemplar images. However, existing inversion methods mainly focus on capturing object appearances. How to invert object relations, another important pillar in the visual world, remains unexplored. In this work, we propose ReVersion for the Relation Inversion task, which aims to learn a specific relation (represented as "relation prompt") from exemplar images. Specifically, we learn a relation prompt from a frozen pre-trained text-to-image diffusion model. The learned relation prompt can then be applied to generate relation-specific images with new objects, backgrounds, and styles. Our key insight is the "preposition prior" - real-world relation prompts can be sparsely activated upon a set of basis prepositional words. Specifically, we propose a novel relation-steering contrastive learning scheme to impose two critical properties of the relation prompt: 1) The relation prompt should capture the interaction between objects, enforced by the preposition prior. 2) The relation prompt should be disentangled away from object appearances. We further devise relation-focal importance sampling to emphasize high-level interactions over low-level appearances (e.g., texture, color). To comprehensively evaluate this new task, we contribute ReVersion Benchmark, which provides various exemplar images with diverse relations. Extensive experiments validate the superiority of our approach over existing methods across a wide range of visual relations.

OmniManip: Towards General Robotic Manipulation via Object-Centric Interaction Primitives as Spatial Constraints

The development of general robotic systems capable of manipulating in unstructured environments is a significant challenge. While Vision-Language Models(VLM) excel in high-level commonsense reasoning, they lack the fine-grained 3D spatial understanding required for precise manipulation tasks. Fine-tuning VLM on robotic datasets to create Vision-Language-Action Models(VLA) is a potential solution, but it is hindered by high data collection costs and generalization issues. To address these challenges, we propose a novel object-centric representation that bridges the gap between VLM's high-level reasoning and the low-level precision required for manipulation. Our key insight is that an object's canonical space, defined by its functional affordances, provides a structured and semantically meaningful way to describe interaction primitives, such as points and directions. These primitives act as a bridge, translating VLM's commonsense reasoning into actionable 3D spatial constraints. In this context, we introduce a dual closed-loop, open-vocabulary robotic manipulation system: one loop for high-level planning through primitive resampling, interaction rendering and VLM checking, and another for low-level execution via 6D pose tracking. This design ensures robust, real-time control without requiring VLM fine-tuning. Extensive experiments demonstrate strong zero-shot generalization across diverse robotic manipulation tasks, highlighting the potential of this approach for automating large-scale simulation data generation.

CHORUS: Learning Canonicalized 3D Human-Object Spatial Relations from Unbounded Synthesized Images

We present a method for teaching machines to understand and model the underlying spatial common sense of diverse human-object interactions in 3D in a self-supervised way. This is a challenging task, as there exist specific manifolds of the interactions that can be considered human-like and natural, but the human pose and the geometry of objects can vary even for similar interactions. Such diversity makes the annotating task of 3D interactions difficult and hard to scale, which limits the potential to reason about that in a supervised way. One way of learning the 3D spatial relationship between humans and objects during interaction is by showing multiple 2D images captured from different viewpoints when humans interact with the same type of objects. The core idea of our method is to leverage a generative model that produces high-quality 2D images from an arbitrary text prompt input as an "unbounded" data generator with effective controllability and view diversity. Despite its imperfection of the image quality over real images, we demonstrate that the synthesized images are sufficient to learn the 3D human-object spatial relations. We present multiple strategies to leverage the synthesized images, including (1) the first method to leverage a generative image model for 3D human-object spatial relation learning; (2) a framework to reason about the 3D spatial relations from inconsistent 2D cues in a self-supervised manner via 3D occupancy reasoning with pose canonicalization; (3) semantic clustering to disambiguate different types of interactions with the same object types; and (4) a novel metric to assess the quality of 3D spatial learning of interaction.

ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions

To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.

StageInteractor: Query-based Object Detector with Cross-stage Interaction

Previous object detectors make predictions based on dense grid points or numerous preset anchors. Most of these detectors are trained with one-to-many label assignment strategies. On the contrary, recent query-based object detectors depend on a sparse set of learnable queries and a series of decoder layers. The one-to-one label assignment is independently applied on each layer for the deep supervision during training. Despite the great success of query-based object detection, however, this one-to-one label assignment strategy demands the detectors to have strong fine-grained discrimination and modeling capacity. To solve the above problems, in this paper, we propose a new query-based object detector with cross-stage interaction, coined as StageInteractor. During the forward propagation, we come up with an efficient way to improve this modeling ability by reusing dynamic operators with lightweight adapters. As for the label assignment, a cross-stage label assigner is applied subsequent to the one-to-one label assignment. With this assigner, the training target class labels are gathered across stages and then reallocated to proper predictions at each decoder layer. On MS COCO benchmark, our model improves the baseline by 2.2 AP, and achieves 44.8 AP with ResNet-50 as backbone, 100 queries and 12 training epochs. With longer training time and 300 queries, StageInteractor achieves 51.1 AP and 52.2 AP with ResNeXt-101-DCN and Swin-S, respectively.

GazeGen: Gaze-Driven User Interaction for Visual Content Generation

We present GazeGen, a user interaction system that generates visual content (images and videos) for locations indicated by the user's eye gaze. GazeGen allows intuitive manipulation of visual content by targeting regions of interest with gaze. Using advanced techniques in object detection and generative AI, GazeGen performs gaze-controlled image adding/deleting, repositioning, and surface material changes of image objects, and converts static images into videos. Central to GazeGen is the DFT Gaze (Distilled and Fine-Tuned Gaze) agent, an ultra-lightweight model with only 281K parameters, performing accurate real-time gaze predictions tailored to individual users' eyes on small edge devices. GazeGen is the first system to combine visual content generation with real-time gaze estimation, made possible exclusively by DFT Gaze. This real-time gaze estimation enables various visual content generation tasks, all controlled by the user's gaze. The input for DFT Gaze is the user's eye images, while the inputs for visual content generation are the user's view and the predicted gaze point from DFT Gaze. To achieve efficient gaze predictions, we derive the small model from a large model (10x larger) via novel knowledge distillation and personal adaptation techniques. We integrate knowledge distillation with a masked autoencoder, developing a compact yet powerful gaze estimation model. This model is further fine-tuned with Adapters, enabling highly accurate and personalized gaze predictions with minimal user input. DFT Gaze ensures low-latency and precise gaze tracking, supporting a wide range of gaze-driven tasks. We validate the performance of DFT Gaze on AEA and OpenEDS2020 benchmarks, demonstrating low angular gaze error and low latency on the edge device (Raspberry Pi 4). Furthermore, we describe applications of GazeGen, illustrating its versatility and effectiveness in various usage scenarios.

INTRA: Interaction Relationship-aware Weakly Supervised Affordance Grounding

Affordance denotes the potential interactions inherent in objects. The perception of affordance can enable intelligent agents to navigate and interact with new environments efficiently. Weakly supervised affordance grounding teaches agents the concept of affordance without costly pixel-level annotations, but with exocentric images. Although recent advances in weakly supervised affordance grounding yielded promising results, there remain challenges including the requirement for paired exocentric and egocentric image dataset, and the complexity in grounding diverse affordances for a single object. To address them, we propose INTeraction Relationship-aware weakly supervised Affordance grounding (INTRA). Unlike prior arts, INTRA recasts this problem as representation learning to identify unique features of interactions through contrastive learning with exocentric images only, eliminating the need for paired datasets. Moreover, we leverage vision-language model embeddings for performing affordance grounding flexibly with any text, designing text-conditioned affordance map generation to reflect interaction relationship for contrastive learning and enhancing robustness with our text synonym augmentation. Our method outperformed prior arts on diverse datasets such as AGD20K, IIT-AFF, CAD and UMD. Additionally, experimental results demonstrate that our method has remarkable domain scalability for synthesized images / illustrations and is capable of performing affordance grounding for novel interactions and objects.

Proactive Interaction Framework for Intelligent Social Receptionist Robots

Proactive human-robot interaction (HRI) allows the receptionist robots to actively greet people and offer services based on vision, which has been found to improve acceptability and customer satisfaction. Existing approaches are either based on multi-stage decision processes or based on end-to-end decision models. However, the rule-based approaches require sedulous expert efforts and only handle minimal pre-defined scenarios. On the other hand, existing works with end-to-end models are limited to very general greetings or few behavior patterns (typically less than 10). To address those challenges, we propose a new end-to-end framework, the TransFormer with Visual Tokens for Human-Robot Interaction (TFVT-HRI). The proposed framework extracts visual tokens of relative objects from an RGB camera first. To ensure the correct interpretation of the scenario, a transformer decision model is then employed to process the visual tokens, which is augmented with the temporal and spatial information. It predicts the appropriate action to take in each scenario and identifies the right target. Our data is collected from an in-service receptionist robot in an office building, which is then annotated by experts for appropriate proactive behavior. The action set includes 1000+ diverse patterns by combining language, emoji expression, and body motions. We compare our model with other SOTA end-to-end models on both offline test sets and online user experiments in realistic office building environments to validate this framework. It is demonstrated that the decision model achieves SOTA performance in action triggering and selection, resulting in more humanness and intelligence when compared with the previous reactive reception policies.

ROCKET-1: Master Open-World Interaction with Visual-Temporal Context Prompting

Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. A key issue is the difficulty in smoothly connecting individual entities in low-level observations with abstract concepts required for planning. A common approach to address this problem is through the use of hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language and imagined observations. However, language often fails to effectively convey spatial information, while generating future images with sufficient accuracy remains challenging. To address these limitations, we propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from both past and present observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, with real-time object tracking provided by SAM-2. Our method unlocks the full potential of VLMs visual-language reasoning abilities, enabling them to solve complex creative tasks, especially those heavily reliant on spatial understanding. Experiments in Minecraft demonstrate that our approach allows agents to accomplish previously unattainable tasks, highlighting the effectiveness of visual-temporal context prompting in embodied decision-making. Codes and demos will be available on the project page: https://craftjarvis.github.io/ROCKET-1.

GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

DeepInteraction++: Multi-Modality Interaction for Autonomous Driving

Existing top-performance autonomous driving systems typically rely on the multi-modal fusion strategy for reliable scene understanding. This design is however fundamentally restricted due to overlooking the modality-specific strengths and finally hampering the model performance. To address this limitation, in this work, we introduce a novel modality interaction strategy that allows individual per-modality representations to be learned and maintained throughout, enabling their unique characteristics to be exploited during the whole perception pipeline. To demonstrate the effectiveness of the proposed strategy, we design DeepInteraction++, a multi-modal interaction framework characterized by a multi-modal representational interaction encoder and a multi-modal predictive interaction decoder. Specifically, the encoder is implemented as a dual-stream Transformer with specialized attention operation for information exchange and integration between separate modality-specific representations. Our multi-modal representational learning incorporates both object-centric, precise sampling-based feature alignment and global dense information spreading, essential for the more challenging planning task. The decoder is designed to iteratively refine the predictions by alternately aggregating information from separate representations in a unified modality-agnostic manner, realizing multi-modal predictive interaction. Extensive experiments demonstrate the superior performance of the proposed framework on both 3D object detection and end-to-end autonomous driving tasks. Our code is available at https://github.com/fudan-zvg/DeepInteraction.

Contextual Interaction via Primitive-based Adversarial Training For Compositional Zero-shot Learning

Compositional Zero-shot Learning (CZSL) aims to identify novel compositions via known attribute-object pairs. The primary challenge in CZSL tasks lies in the significant discrepancies introduced by the complex interaction between the visual primitives of attribute and object, consequently decreasing the classification performance towards novel compositions. Previous remarkable works primarily addressed this issue by focusing on disentangling strategy or utilizing object-based conditional probabilities to constrain the selection space of attributes. Unfortunately, few studies have explored the problem from the perspective of modeling the mechanism of visual primitive interactions. Inspired by the success of vanilla adversarial learning in Cross-Domain Few-Shot Learning, we take a step further and devise a model-agnostic and Primitive-Based Adversarial training (PBadv) method to deal with this problem. Besides, the latest studies highlight the weakness of the perception of hard compositions even under data-balanced conditions. To this end, we propose a novel over-sampling strategy with object-similarity guidance to augment target compositional training data. We performed detailed quantitative analysis and retrieval experiments on well-established datasets, such as UT-Zappos50K, MIT-States, and C-GQA, to validate the effectiveness of our proposed method, and the state-of-the-art (SOTA) performance demonstrates the superiority of our approach. The code is available at https://github.com/lisuyi/PBadv_czsl.

OAKINK2: A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion

We present OAKINK2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, OAKINK2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. OAKINK2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of OAKINK2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. OAKINK2 datasets and models are available at https://oakink.net/v2.

DetZero: Rethinking Offboard 3D Object Detection with Long-term Sequential Point Clouds

Existing offboard 3D detectors always follow a modular pipeline design to take advantage of unlimited sequential point clouds. We have found that the full potential of offboard 3D detectors is not explored mainly due to two reasons: (1) the onboard multi-object tracker cannot generate sufficient complete object trajectories, and (2) the motion state of objects poses an inevitable challenge for the object-centric refining stage in leveraging the long-term temporal context representation. To tackle these problems, we propose a novel paradigm of offboard 3D object detection, named DetZero. Concretely, an offline tracker coupled with a multi-frame detector is proposed to focus on the completeness of generated object tracks. An attention-mechanism refining module is proposed to strengthen contextual information interaction across long-term sequential point clouds for object refining with decomposed regression methods. Extensive experiments on Waymo Open Dataset show our DetZero outperforms all state-of-the-art onboard and offboard 3D detection methods. Notably, DetZero ranks 1st place on Waymo 3D object detection leaderboard with 85.15 mAPH (L2) detection performance. Further experiments validate the application of taking the place of human labels with such high-quality results. Our empirical study leads to rethinking conventions and interesting findings that can guide future research on offboard 3D object detection.

TrajectoryFormer: 3D Object Tracking Transformer with Predictive Trajectory Hypotheses

3D multi-object tracking (MOT) is vital for many applications including autonomous driving vehicles and service robots. With the commonly used tracking-by-detection paradigm, 3D MOT has made important progress in recent years. However, these methods only use the detection boxes of the current frame to obtain trajectory-box association results, which makes it impossible for the tracker to recover objects missed by the detector. In this paper, we present TrajectoryFormer, a novel point-cloud-based 3D MOT framework. To recover the missed object by detector, we generates multiple trajectory hypotheses with hybrid candidate boxes, including temporally predicted boxes and current-frame detection boxes, for trajectory-box association. The predicted boxes can propagate object's history trajectory information to the current frame and thus the network can tolerate short-term miss detection of the tracked objects. We combine long-term object motion feature and short-term object appearance feature to create per-hypothesis feature embedding, which reduces the computational overhead for spatial-temporal encoding. Additionally, we introduce a Global-Local Interaction Module to conduct information interaction among all hypotheses and models their spatial relations, leading to accurate estimation of hypotheses. Our TrajectoryFormer achieves state-of-the-art performance on the Waymo 3D MOT benchmarks. Code is available at https://github.com/poodarchu/EFG .

Grounding 3D Object Affordance from 2D Interactions in Images

Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.

NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects

Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/

LION: Linear Group RNN for 3D Object Detection in Point Clouds

The benefit of transformers in large-scale 3D point cloud perception tasks, such as 3D object detection, is limited by their quadratic computation cost when modeling long-range relationships. In contrast, linear RNNs have low computational complexity and are suitable for long-range modeling. Toward this goal, we propose a simple and effective window-based framework built on LInear grOup RNN (i.e., perform linear RNN for grouped features) for accurate 3D object detection, called LION. The key property is to allow sufficient feature interaction in a much larger group than transformer-based methods. However, effectively applying linear group RNN to 3D object detection in highly sparse point clouds is not trivial due to its limitation in handling spatial modeling. To tackle this problem, we simply introduce a 3D spatial feature descriptor and integrate it into the linear group RNN operators to enhance their spatial features rather than blindly increasing the number of scanning orders for voxel features. To further address the challenge in highly sparse point clouds, we propose a 3D voxel generation strategy to densify foreground features thanks to linear group RNN as a natural property of auto-regressive models. Extensive experiments verify the effectiveness of the proposed components and the generalization of our LION on different linear group RNN operators including Mamba, RWKV, and RetNet. Furthermore, it is worth mentioning that our LION-Mamba achieves state-of-the-art on Waymo, nuScenes, Argoverse V2, and ONCE dataset. Last but not least, our method supports kinds of advanced linear RNN operators (e.g., RetNet, RWKV, Mamba, xLSTM and TTT) on small but popular KITTI dataset for a quick experience with our linear RNN-based framework.

Scalable Video Object Segmentation with Simplified Framework

The current popular methods for video object segmentation (VOS) implement feature matching through several hand-crafted modules that separately perform feature extraction and matching. However, the above hand-crafted designs empirically cause insufficient target interaction, thus limiting the dynamic target-aware feature learning in VOS. To tackle these limitations, this paper presents a scalable Simplified VOS (SimVOS) framework to perform joint feature extraction and matching by leveraging a single transformer backbone. Specifically, SimVOS employs a scalable ViT backbone for simultaneous feature extraction and matching between query and reference features. This design enables SimVOS to learn better target-ware features for accurate mask prediction. More importantly, SimVOS could directly apply well-pretrained ViT backbones (e.g., MAE) for VOS, which bridges the gap between VOS and large-scale self-supervised pre-training. To achieve a better performance-speed trade-off, we further explore within-frame attention and propose a new token refinement module to improve the running speed and save computational cost. Experimentally, our SimVOS achieves state-of-the-art results on popular video object segmentation benchmarks, i.e., DAVIS-2017 (88.0% J&F), DAVIS-2016 (92.9% J&F) and YouTube-VOS 2019 (84.2% J&F), without applying any synthetic video or BL30K pre-training used in previous VOS approaches.

LoGoNet: Towards Accurate 3D Object Detection with Local-to-Global Cross-Modal Fusion

LiDAR-camera fusion methods have shown impressive performance in 3D object detection. Recent advanced multi-modal methods mainly perform global fusion, where image features and point cloud features are fused across the whole scene. Such practice lacks fine-grained region-level information, yielding suboptimal fusion performance. In this paper, we present the novel Local-to-Global fusion network (LoGoNet), which performs LiDAR-camera fusion at both local and global levels. Concretely, the Global Fusion (GoF) of LoGoNet is built upon previous literature, while we exclusively use point centroids to more precisely represent the position of voxel features, thus achieving better cross-modal alignment. As to the Local Fusion (LoF), we first divide each proposal into uniform grids and then project these grid centers to the images. The image features around the projected grid points are sampled to be fused with position-decorated point cloud features, maximally utilizing the rich contextual information around the proposals. The Feature Dynamic Aggregation (FDA) module is further proposed to achieve information interaction between these locally and globally fused features, thus producing more informative multi-modal features. Extensive experiments on both Waymo Open Dataset (WOD) and KITTI datasets show that LoGoNet outperforms all state-of-the-art 3D detection methods. Notably, LoGoNet ranks 1st on Waymo 3D object detection leaderboard and obtains 81.02 mAPH (L2) detection performance. It is noteworthy that, for the first time, the detection performance on three classes surpasses 80 APH (L2) simultaneously. Code will be available at https://github.com/sankin97/LoGoNet.

Thin-Shell Object Manipulations With Differentiable Physics Simulations

In this work, we aim to teach robots to manipulate various thin-shell materials. Prior works studying thin-shell object manipulation mostly rely on heuristic policies or learn policies from real-world video demonstrations, and only focus on limited material types and tasks (e.g., cloth unfolding). However, these approaches face significant challenges when extended to a wider variety of thin-shell materials and a diverse range of tasks. While virtual simulations are shown to be effective in diverse robot skill learning and evaluation, prior thin-shell simulation environments only support a subset of thin-shell materials, which also limits their supported range of tasks. We introduce ThinShellLab - a fully differentiable simulation platform tailored for robotic interactions with diverse thin-shell materials possessing varying material properties, enabling flexible thin-shell manipulation skill learning and evaluation. Our experiments suggest that manipulating thin-shell objects presents several unique challenges: 1) thin-shell manipulation relies heavily on frictional forces due to the objects' co-dimensional nature, 2) the materials being manipulated are highly sensitive to minimal variations in interaction actions, and 3) the constant and frequent alteration in contact pairs makes trajectory optimization methods susceptible to local optima, and neither standard reinforcement learning algorithms nor trajectory optimization methods (either gradient-based or gradient-free) are able to solve the tasks alone. To overcome these challenges, we present an optimization scheme that couples sampling-based trajectory optimization and gradient-based optimization, boosting both learning efficiency and converged performance across various proposed tasks. In addition, the differentiable nature of our platform facilitates a smooth sim-to-real transition.

Grasp2Vec: Learning Object Representations from Self-Supervised Grasping

Well structured visual representations can make robot learning faster and can improve generalization. In this paper, we study how we can acquire effective object-centric representations for robotic manipulation tasks without human labeling by using autonomous robot interaction with the environment. Such representation learning methods can benefit from continuous refinement of the representation as the robot collects more experience, allowing them to scale effectively without human intervention. Our representation learning approach is based on object persistence: when a robot removes an object from a scene, the representation of that scene should change according to the features of the object that was removed. We formulate an arithmetic relationship between feature vectors from this observation, and use it to learn a representation of scenes and objects that can then be used to identify object instances, localize them in the scene, and perform goal-directed grasping tasks where the robot must retrieve commanded objects from a bin. The same grasping procedure can also be used to automatically collect training data for our method, by recording images of scenes, grasping and removing an object, and recording the outcome. Our experiments demonstrate that this self-supervised approach for tasked grasping substantially outperforms direct reinforcement learning from images and prior representation learning methods.

LightCLIP: Learning Multi-Level Interaction for Lightweight Vision-Language Models

Vision-language pre-training like CLIP has shown promising performance on various downstream tasks such as zero-shot image classification and image-text retrieval. Most of the existing CLIP-alike works usually adopt relatively large image encoders like ResNet50 and ViT, while the lightweight counterparts are rarely discussed. In this paper, we propose a multi-level interaction paradigm for training lightweight CLIP models. Firstly, to mitigate the problem that some image-text pairs are not strictly one-to-one correspondence, we improve the conventional global instance-level alignment objective by softening the label of negative samples progressively. Secondly, a relaxed bipartite matching based token-level alignment objective is introduced for finer-grained alignment between image patches and textual words. Moreover, based on the observation that the accuracy of CLIP model does not increase correspondingly as the parameters of text encoder increase, an extra objective of masked language modeling (MLM) is leveraged for maximizing the potential of the shortened text encoder. In practice, an auxiliary fusion module injecting unmasked image embedding into masked text embedding at different network stages is proposed for enhancing the MLM. Extensive experiments show that without introducing additional computational cost during inference, the proposed method achieves a higher performance on multiple downstream tasks.

MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World

Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

ConSlide: Asynchronous Hierarchical Interaction Transformer with Breakup-Reorganize Rehearsal for Continual Whole Slide Image Analysis

Whole slide image (WSI) analysis has become increasingly important in the medical imaging community, enabling automated and objective diagnosis, prognosis, and therapeutic-response prediction. However, in clinical practice, the ever-evolving environment hamper the utility of WSI analysis models. In this paper, we propose the FIRST continual learning framework for WSI analysis, named ConSlide, to tackle the challenges of enormous image size, utilization of hierarchical structure, and catastrophic forgetting by progressive model updating on multiple sequential datasets. Our framework contains three key components. The Hierarchical Interaction Transformer (HIT) is proposed to model and utilize the hierarchical structural knowledge of WSI. The Breakup-Reorganize (BuRo) rehearsal method is developed for WSI data replay with efficient region storing buffer and WSI reorganizing operation. The asynchronous updating mechanism is devised to encourage the network to learn generic and specific knowledge respectively during the replay stage, based on a nested cross-scale similarity learning (CSSL) module. We evaluated the proposed ConSlide on four public WSI datasets from TCGA projects. It performs best over other state-of-the-art methods with a fair WSI-based continual learning setting and achieves a better trade-off of the overall performance and forgetting on previous task

DETRs Beat YOLOs on Real-time Object Detection

The YOLO series has become the most popular framework for real-time object detection due to its reasonable trade-off between speed and accuracy. However, we observe that the speed and accuracy of YOLOs are negatively affected by the NMS. Recently, end-to-end Transformer-based detectors (DETRs) have provided an alternative to eliminating NMS. Nevertheless, the high computational cost limits their practicality and hinders them from fully exploiting the advantage of excluding NMS. In this paper, we propose the Real-Time DEtection TRansformer (RT-DETR), the first real-time end-to-end object detector to our best knowledge that addresses the above dilemma. We build RT-DETR in two steps, drawing on the advanced DETR: first we focus on maintaining accuracy while improving speed, followed by maintaining speed while improving accuracy. Specifically, we design an efficient hybrid encoder to expeditiously process multi-scale features by decoupling intra-scale interaction and cross-scale fusion to improve speed. Then, we propose the uncertainty-minimal query selection to provide high-quality initial queries to the decoder, thereby improving accuracy. In addition, RT-DETR supports flexible speed tuning by adjusting the number of decoder layers to adapt to various scenarios without retraining. Our RT-DETR-R50 / R101 achieves 53.1% / 54.3% AP on COCO and 108 / 74 FPS on T4 GPU, outperforming previously advanced YOLOs in both speed and accuracy. We also develop scaled RT-DETRs that outperform the lighter YOLO detectors (S and M models). Furthermore, RT-DETR-R50 outperforms DINO-R50 by 2.2% AP in accuracy and about 21 times in FPS. After pre-training with Objects365, RT-DETR-R50 / R101 achieves 55.3% / 56.2% AP. The project page: https://zhao-yian.github.io/RTDETR.

ActionVOS: Actions as Prompts for Video Object Segmentation

Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.

Agent AI: Surveying the Horizons of Multimodal Interaction

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

MobileAgent: enhancing mobile control via human-machine interaction and SOP integration

Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.

3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans

We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI

EPCFormer: Expression Prompt Collaboration Transformer for Universal Referring Video Object Segmentation

Audio-guided Video Object Segmentation (A-VOS) and Referring Video Object Segmentation (R-VOS) are two highly-related tasks, which both aim to segment specific objects from video sequences according to user-provided expression prompts. However, due to the challenges in modeling representations for different modalities, contemporary methods struggle to strike a balance between interaction flexibility and high-precision localization and segmentation. In this paper, we address this problem from two perspectives: the alignment representation of audio and text and the deep interaction among audio, text, and visual features. First, we propose a universal architecture, the Expression Prompt Collaboration Transformer, herein EPCFormer. Next, we propose an Expression Alignment (EA) mechanism for audio and text expressions. By introducing contrastive learning for audio and text expressions, the proposed EPCFormer realizes comprehension of the semantic equivalence between audio and text expressions denoting the same objects. Then, to facilitate deep interactions among audio, text, and video features, we introduce an Expression-Visual Attention (EVA) mechanism. The knowledge of video object segmentation in terms of the expression prompts can seamlessly transfer between the two tasks by deeply exploring complementary cues between text and audio. Experiments on well-recognized benchmarks demonstrate that our universal EPCFormer attains state-of-the-art results on both tasks. The source code of EPCFormer will be made publicly available at https://github.com/lab206/EPCFormer.

UniPoll: A Unified Social Media Poll Generation Framework via Multi-Objective Optimization

Social media platforms are essential outlets for expressing opinions, providing a valuable resource for capturing public viewpoints via text analytics. However, for many users, passive browsing is their preferred mode of interaction, leading to their perspectives being overlooked by text analytics methods. Meanwhile, social media polls have emerged as a practical feature for gathering public opinions, allowing post authors to pose questions with pre-defined answer options for readers to vote on. To broaden the benefits of polls for posts without them, this article explores the automatic generation of a poll from a social media post by leveraging cutting-edge natural language generation (NLG) techniques. However, existing NLG techniques, primarily developed for general-domain texts, may be ineffective when applied to noisy social media data, which often feature implicit context-question-answer relations. To tackle these challenges, we enrich a post context with its comments and propose a novel unified poll generation framework called UniPoll. It employs prompt tuning with multi-objective optimization to bolster the connection exploration between contexts (posts and comments) and polls (questions and answers). Experimental comparisons on a large-scale Chinese Weibo dataset show that UniPoll significantly outperforms T5, the state-of-the-art NLG model, which generates question and answer separately. Comprehensive qualitative and quantitative analyses further underscore the superiority of UniPoll through various evaluation lenses.

Practical Collaborative Perception: A Framework for Asynchronous and Multi-Agent 3D Object Detection

Occlusion is a major challenge for LiDAR-based object detection methods. This challenge becomes safety-critical in urban traffic where the ego vehicle must have reliable object detection to avoid collision while its field of view is severely reduced due to the obstruction posed by a large number of road users. Collaborative perception via Vehicle-to-Everything (V2X) communication, which leverages the diverse perspective thanks to the presence at multiple locations of connected agents to form a complete scene representation, is an appealing solution. State-of-the-art V2X methods resolve the performance-bandwidth tradeoff using a mid-collaboration approach where the Bird-Eye View images of point clouds are exchanged so that the bandwidth consumption is lower than communicating point clouds as in early collaboration, and the detection performance is higher than late collaboration, which fuses agents' output, thanks to a deeper interaction among connected agents. While achieving strong performance, the real-world deployment of most mid-collaboration approaches is hindered by their overly complicated architectures, involving learnable collaboration graphs and autoencoder-based compressor/ decompressor, and unrealistic assumptions about inter-agent synchronization. In this work, we devise a simple yet effective collaboration method that achieves a better bandwidth-performance tradeoff than prior state-of-the-art methods while minimizing changes made to the single-vehicle detection models and relaxing unrealistic assumptions on inter-agent synchronization. Experiments on the V2X-Sim dataset show that our collaboration method achieves 98\% of the performance of an early-collaboration method, while only consuming the equivalent bandwidth of a late-collaboration method.

TETRIS: Towards Exploring the Robustness of Interactive Segmentation

Interactive segmentation methods rely on user inputs to iteratively update the selection mask. A click specifying the object of interest is arguably the most simple and intuitive interaction type, and thereby the most common choice for interactive segmentation. However, user clicking patterns in the interactive segmentation context remain unexplored. Accordingly, interactive segmentation evaluation strategies rely more on intuition and common sense rather than empirical studies (e.g., assuming that users tend to click in the center of the area with the largest error). In this work, we conduct a real user study to investigate real user clicking patterns. This study reveals that the intuitive assumption made in the common evaluation strategy may not hold. As a result, interactive segmentation models may show high scores in the standard benchmarks, but it does not imply that they would perform well in a real world scenario. To assess the applicability of interactive segmentation methods, we propose a novel evaluation strategy providing a more comprehensive analysis of a model's performance. To this end, we propose a methodology for finding extreme user inputs by a direct optimization in a white-box adversarial attack on the interactive segmentation model. Based on the performance with such adversarial user inputs, we assess the robustness of interactive segmentation models w.r.t click positions. Besides, we introduce a novel benchmark for measuring the robustness of interactive segmentation, and report the results of an extensive evaluation of dozens of models.

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

Synthesizing Diverse Human Motions in 3D Indoor Scenes

We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.

Less is More: Focus Attention for Efficient DETR

DETR-like models have significantly boosted the performance of detectors and even outperformed classical convolutional models. However, all tokens are treated equally without discrimination brings a redundant computational burden in the traditional encoder structure. The recent sparsification strategies exploit a subset of informative tokens to reduce attention complexity maintaining performance through the sparse encoder. But these methods tend to rely on unreliable model statistics. Moreover, simply reducing the token population hinders the detection performance to a large extent, limiting the application of these sparse models. We propose Focus-DETR, which focuses attention on more informative tokens for a better trade-off between computation efficiency and model accuracy. Specifically, we reconstruct the encoder with dual attention, which includes a token scoring mechanism that considers both localization and category semantic information of the objects from multi-scale feature maps. We efficiently abandon the background queries and enhance the semantic interaction of the fine-grained object queries based on the scores. Compared with the state-of-the-art sparse DETR-like detectors under the same setting, our Focus-DETR gets comparable complexity while achieving 50.4AP (+2.2) on COCO. The code is available at https://github.com/huawei-noah/noah-research/tree/master/Focus-DETR and https://gitee.com/mindspore/models/tree/master/research/cv/Focus-DETR.

LSMS: Language-guided Scale-aware MedSegmentor for Medical Image Referring Segmentation

Conventional medical image segmentation methods have been found inadequate in facilitating physicians with the identification of specific lesions for diagnosis and treatment. Given the utility of text as an instructional format, we introduce a novel task termed Medical Image Referring Segmentation (MIRS), which requires segmenting specified lesions in images based on the given language expressions. Due to the varying object scales in medical images, MIRS demands robust vision-language modeling and comprehensive multi-scale interaction for precise localization and segmentation under linguistic guidance. However, existing medical image segmentation methods fall short in meeting these demands, resulting in insufficient segmentation accuracy. In response, we propose an approach named Language-guided Scale-aware MedSegmentor (LSMS), incorporating two appealing designs: (1)~a Scale-aware Vision-Language Attention module that leverages diverse convolutional kernels to acquire rich visual knowledge and interact closely with linguistic features, thereby enhancing lesion localization capability; (2)~a Full-Scale Decoder that globally models multi-modal features across various scales, capturing complementary information between scales to accurately outline lesion boundaries. Addressing the lack of suitable datasets for MIRS, we constructed a vision-language medical dataset called Reference Hepatic Lesion Segmentation (RefHL-Seg). This dataset comprises 2,283 abdominal CT slices from 231 cases, with corresponding textual annotations and segmentation masks for various liver lesions in images. We validated the performance of LSMS for MIRS and conventional medical image segmentation tasks across various datasets. Our LSMS consistently outperforms on all datasets with lower computational costs. The code and datasets will be released.

WiCo: Win-win Cooperation of Bottom-up and Top-down Referring Image Segmentation

The top-down and bottom-up methods are two mainstreams of referring segmentation, while both methods have their own intrinsic weaknesses. Top-down methods are chiefly disturbed by Polar Negative (PN) errors owing to the lack of fine-grained cross-modal alignment. Bottom-up methods are mainly perturbed by Inferior Positive (IP) errors due to the lack of prior object information. Nevertheless, we discover that two types of methods are highly complementary for restraining respective weaknesses but the direct average combination leads to harmful interference. In this context, we build Win-win Cooperation (WiCo) to exploit complementary nature of two types of methods on both interaction and integration aspects for achieving a win-win improvement. For the interaction aspect, Complementary Feature Interaction (CFI) provides fine-grained information to top-down branch and introduces prior object information to bottom-up branch for complementary feature enhancement. For the integration aspect, Gaussian Scoring Integration (GSI) models the gaussian performance distributions of two branches and weightedly integrates results by sampling confident scores from the distributions. With our WiCo, several prominent top-down and bottom-up combinations achieve remarkable improvements on three common datasets with reasonable extra costs, which justifies effectiveness and generality of our method.

Learning Long-Horizon Robot Manipulation Skills via Privileged Action

Long-horizon contact-rich tasks are challenging to learn with reinforcement learning, due to ineffective exploration of high-dimensional state spaces with sparse rewards. The learning process often gets stuck in local optimum and demands task-specific reward fine-tuning for complex scenarios. In this work, we propose a structured framework that leverages privileged actions with curriculum learning, enabling the policy to efficiently acquire long-horizon skills without relying on extensive reward engineering or reference trajectories. Specifically, we use privileged actions in simulation with a general training procedure that would be infeasible to implement in real-world scenarios. These privileges include relaxed constraints and virtual forces that enhance interaction and exploration with objects. Our results successfully achieve complex multi-stage long-horizon tasks that naturally combine non-prehensile manipulation with grasping to lift objects from non-graspable poses. We demonstrate generality by maintaining a parsimonious reward structure and showing convergence to diverse and robust behaviors across various environments. Additionally, real-world experiments further confirm that the skills acquired using our approach are transferable to real-world environments, exhibiting robust and intricate performance. Our approach outperforms state-of-the-art methods in these tasks, converging to solutions where others fail.

Data-Efficient Reinforcement Learning with Self-Predictive Representations

While deep reinforcement learning excels at solving tasks where large amounts of data can be collected through virtually unlimited interaction with the environment, learning from limited interaction remains a key challenge. We posit that an agent can learn more efficiently if we augment reward maximization with self-supervised objectives based on structure in its visual input and sequential interaction with the environment. Our method, Self-Predictive Representations(SPR), trains an agent to predict its own latent state representations multiple steps into the future. We compute target representations for future states using an encoder which is an exponential moving average of the agent's parameters and we make predictions using a learned transition model. On its own, this future prediction objective outperforms prior methods for sample-efficient deep RL from pixels. We further improve performance by adding data augmentation to the future prediction loss, which forces the agent's representations to be consistent across multiple views of an observation. Our full self-supervised objective, which combines future prediction and data augmentation, achieves a median human-normalized score of 0.415 on Atari in a setting limited to 100k steps of environment interaction, which represents a 55% relative improvement over the previous state-of-the-art. Notably, even in this limited data regime, SPR exceeds expert human scores on 7 out of 26 games. The code associated with this work is available at https://github.com/mila-iqia/spr

Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling

Videos of robots interacting with objects encode rich information about the objects' dynamics. However, existing video prediction approaches typically do not explicitly account for the 3D information from videos, such as robot actions and objects' 3D states, limiting their use in real-world robotic applications. In this work, we introduce a framework to learn object dynamics directly from multi-view RGB videos by explicitly considering the robot's action trajectories and their effects on scene dynamics. We utilize the 3D Gaussian representation of 3D Gaussian Splatting (3DGS) to train a particle-based dynamics model using Graph Neural Networks. This model operates on sparse control particles downsampled from the densely tracked 3D Gaussian reconstructions. By learning the neural dynamics model on offline robot interaction data, our method can predict object motions under varying initial configurations and unseen robot actions. The 3D transformations of Gaussians can be interpolated from the motions of control particles, enabling the rendering of predicted future object states and achieving action-conditioned video prediction. The dynamics model can also be applied to model-based planning frameworks for object manipulation tasks. We conduct experiments on various kinds of deformable materials, including ropes, clothes, and stuffed animals, demonstrating our framework's ability to model complex shapes and dynamics. Our project page is available at https://gs-dynamics.github.io.

LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and Control

This paper aims to advance the progress of physical world interactive scene reconstruction by extending the interactive object reconstruction from single object level to complex scene level. To this end, we first construct one simulated and one real scene-level physical interaction dataset containing 28 scenes with multiple interactive objects per scene. Furthermore, to accurately model the interactive motions of multiple objects in complex scenes, we propose LiveScene, the first scene-level language-embedded interactive neural radiance field that efficiently reconstructs and controls multiple interactive objects in complex scenes. LiveScene introduces an efficient factorization that decomposes the interactive scene into multiple local deformable fields to separately reconstruct individual interactive objects, achieving the first accurate and independent control on multiple interactive objects in a complex scene. Moreover, we introduce an interaction-aware language embedding method that generates varying language embeddings to localize individual interactive objects under different interactive states, enabling arbitrary control of interactive objects using natural language. Finally, we evaluate LiveScene on the constructed datasets OminiSim and InterReal with various simulated and real-world complex scenes. Extensive experiment results demonstrate that the proposed approach achieves SOTA novel view synthesis and language grounding performance, surpassing existing methods by +9.89, +1.30, and +1.99 in PSNR on CoNeRF Synthetic, OminiSim #chanllenging, and InterReal #chanllenging datasets, and +65.12 of mIOU on OminiSim, respectively. Project page: https://livescenes.github.io{https://livescenes.github.io}.

GeoGround: A Unified Large Vision-Language Model. for Remote Sensing Visual Grounding

Remote sensing (RS) visual grounding aims to use natural language expression to locate specific objects (in the form of the bounding box or segmentation mask) in RS images, enhancing human interaction with intelligent RS interpretation systems. Early research in this area was primarily based on horizontal bounding boxes (HBBs), but as more diverse RS datasets have become available, tasks involving oriented bounding boxes (OBBs) and segmentation masks have emerged. In practical applications, different targets require different grounding types: HBB can localize an object's position, OBB provides its orientation, and mask depicts its shape. However, existing specialized methods are typically tailored to a single type of RS visual grounding task and are hard to generalize across tasks. In contrast, large vision-language models (VLMs) exhibit powerful multi-task learning capabilities but struggle to handle dense prediction tasks like segmentation. This paper proposes GeoGround, a novel framework that unifies support for HBB, OBB, and mask RS visual grounding tasks, allowing flexible output selection. Rather than customizing the architecture of VLM, our work aims to elegantly support pixel-level visual grounding output through the Text-Mask technique. We define prompt-assisted and geometry-guided learning to enhance consistency across different signals. To support model training, we present refGeo, a large-scale RS visual instruction-following dataset containing 161k image-text pairs. Experimental results show that GeoGround demonstrates strong performance across four RS visual grounding tasks, matching or surpassing the performance of specialized methods on multiple benchmarks. Code available at https://github.com/zytx121/GeoGround

NuClick: A Deep Learning Framework for Interactive Segmentation of Microscopy Images

Object segmentation is an important step in the workflow of computational pathology. Deep learning based models generally require large amount of labeled data for precise and reliable prediction. However, collecting labeled data is expensive because it often requires expert knowledge, particularly in medical imaging domain where labels are the result of a time-consuming analysis made by one or more human experts. As nuclei, cells and glands are fundamental objects for downstream analysis in computational pathology/cytology, in this paper we propose a simple CNN-based approach to speed up collecting annotations for these objects which requires minimum interaction from the annotator. We show that for nuclei and cells in histology and cytology images, one click inside each object is enough for NuClick to yield a precise annotation. For multicellular structures such as glands, we propose a novel approach to provide the NuClick with a squiggle as a guiding signal, enabling it to segment the glandular boundaries. These supervisory signals are fed to the network as auxiliary inputs along with RGB channels. With detailed experiments, we show that NuClick is adaptable to the object scale, robust against variations in the user input, adaptable to new domains, and delivers reliable annotations. An instance segmentation model trained on masks generated by NuClick achieved the first rank in LYON19 challenge. As exemplar outputs of our framework, we are releasing two datasets: 1) a dataset of lymphocyte annotations within IHC images, and 2) a dataset of segmented WBCs in blood smear images.

An Embodied Generalist Agent in 3D World

Leveraging massive knowledge and learning schemes from large language models (LLMs), recent machine learning models show notable successes in building generalist agents that exhibit the capability of general-purpose task solving in diverse domains, including natural language processing, computer vision, and robotics. However, a significant challenge remains as these models exhibit limited ability in understanding and interacting with the 3D world. We argue this limitation significantly hinders the current models from performing real-world tasks and further achieving general intelligence. To this end, we introduce an embodied multi-modal and multi-task generalist agent that excels in perceiving, grounding, reasoning, planning, and acting in the 3D world. Our proposed agent, referred to as LEO, is trained with shared LLM-based model architectures, objectives, and weights in two stages: (i) 3D vision-language alignment and (ii) 3D vision-language-action instruction tuning. To facilitate the training, we meticulously curate and generate an extensive dataset comprising object-level and scene-level multi-modal tasks with exceeding scale and complexity, necessitating a deep understanding of and interaction with the 3D world. Through rigorous experiments, we demonstrate LEO's remarkable proficiency across a wide spectrum of tasks, including 3D captioning, question answering, embodied reasoning, embodied navigation, and robotic manipulation. Our ablation results further provide valuable insights for the development of future embodied generalist agents.

Holistic Understanding of 3D Scenes as Universal Scene Description

3D scene understanding is a long-standing challenge in computer vision and a key component in enabling mixed reality, wearable computing, and embodied AI. Providing a solution to these applications requires a multifaceted approach that covers scene-centric, object-centric, as well as interaction-centric capabilities. While there exist numerous datasets approaching the former two problems, the task of understanding interactable and articulated objects is underrepresented and only partly covered by current works. In this work, we address this shortcoming and introduce (1) an expertly curated dataset in the Universal Scene Description (USD) format, featuring high-quality manual annotations, for instance, segmentation and articulation on 280 indoor scenes; (2) a learning-based model together with a novel baseline capable of predicting part segmentation along with a full specification of motion attributes, including motion type, articulated and interactable parts, and motion parameters; (3) a benchmark serving to compare upcoming methods for the task at hand. Overall, our dataset provides 8 types of annotations - object and part segmentations, motion types, movable and interactable parts, motion parameters, connectivity, and object mass annotations. With its broad and high-quality annotations, the data provides the basis for holistic 3D scene understanding models. All data is provided in the USD format, allowing interoperability and easy integration with downstream tasks. We provide open access to our dataset, benchmark, and method's source code.

Asynchronous Parallel Reinforcement Learning for Optimizing Propulsive Performance in Fin Ray Control

Fish fin rays constitute a sophisticated control system for ray-finned fish, facilitating versatile locomotion within complex fluid environments. Despite extensive research on the kinematics and hydrodynamics of fish locomotion, the intricate control strategies in fin-ray actuation remain largely unexplored. While deep reinforcement learning (DRL) has demonstrated potential in managing complex nonlinear dynamics; its trial-and-error nature limits its application to problems involving computationally demanding environmental interactions. This study introduces a cutting-edge off-policy DRL algorithm, interacting with a fluid-structure interaction (FSI) environment to acquire intricate fin-ray control strategies tailored for various propulsive performance objectives. To enhance training efficiency and enable scalable parallelism, an innovative asynchronous parallel training (APT) strategy is proposed, which fully decouples FSI environment interactions and policy/value network optimization. The results demonstrated the success of the proposed method in discovering optimal complex policies for fin-ray actuation control, resulting in a superior propulsive performance compared to the optimal sinusoidal actuation function identified through a parametric grid search. The merit and effectiveness of the APT approach are also showcased through comprehensive comparison with conventional DRL training strategies in numerical experiments of controlling nonlinear dynamics.

Guarding Barlow Twins Against Overfitting with Mixed Samples

Self-supervised Learning (SSL) aims to learn transferable feature representations for downstream applications without relying on labeled data. The Barlow Twins algorithm, renowned for its widespread adoption and straightforward implementation compared to its counterparts like contrastive learning methods, minimizes feature redundancy while maximizing invariance to common corruptions. Optimizing for the above objective forces the network to learn useful representations, while avoiding noisy or constant features, resulting in improved downstream task performance with limited adaptation. Despite Barlow Twins' proven effectiveness in pre-training, the underlying SSL objective can inadvertently cause feature overfitting due to the lack of strong interaction between the samples unlike the contrastive learning approaches. From our experiments, we observe that optimizing for the Barlow Twins objective doesn't necessarily guarantee sustained improvements in representation quality beyond a certain pre-training phase, and can potentially degrade downstream performance on some datasets. To address this challenge, we introduce Mixed Barlow Twins, which aims to improve sample interaction during Barlow Twins training via linearly interpolated samples. This results in an additional regularization term to the original Barlow Twins objective, assuming linear interpolation in the input space translates to linearly interpolated features in the feature space. Pre-training with this regularization effectively mitigates feature overfitting and further enhances the downstream performance on CIFAR-10, CIFAR-100, TinyImageNet, STL-10, and ImageNet datasets. The code and checkpoints are available at: https://github.com/wgcban/mix-bt.git

BuboGPT: Enabling Visual Grounding in Multi-Modal LLMs

LLMs have demonstrated remarkable abilities at interacting with humans through language, especially with the usage of instruction-following data. Recent advancements in LLMs, such as MiniGPT-4, LLaVA, and X-LLM, further enlarge their abilities by incorporating multi-modal inputs, including image, video, and speech. Despite their effectiveness at generating precise and detailed language understanding of the given modality signal, these LLMs give up the ability to ground specific parts of inputs, thus only constructing a coarse-grained mapping. However, explicit and informative correspondence between text and other modalities will not only improve the user experience but also help to expand the application scenario of multi-modal LLMs. Therefore, we propose BuboGPT, a multi-modal LLM with visual grounding that can perform cross-modal interaction between vision, audio and language, providing fine-grained understanding of visual objects and other given modalities. As a result, BuboGPT is able to point out the specific location of an object in the image, when it is generating response or description for that object. Our contributions are two-fold: 1) An off-the-shelf visual grounding module based on SAM that extracts entities in a sentence and find corresponding masks in the image. 2) A two-stage training scheme and instruction dataset to endow joint text-image-audio understanding. Our experiments show that BuboGPT achieves impressive multi-modality understanding and visual grounding abilities during the interaction with human. It performs consistently well when provided by arbitrary modality combinations (either aligned or unaligned). Our code, model and dataset are available at https://bubo-gpt.github.io .

BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities

Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/

Physically Grounded Vision-Language Models for Robotic Manipulation

Recent advances in vision-language models (VLMs) have led to improved performance on tasks such as visual question answering and image captioning. Consequently, these models are now well-positioned to reason about the physical world, particularly within domains such as robotic manipulation. However, current VLMs are limited in their understanding of the physical concepts (e.g., material, fragility) of common objects, which restricts their usefulness for robotic manipulation tasks that involve interaction and physical reasoning about such objects. To address this limitation, we propose PhysObjects, an object-centric dataset of 36.9K crowd-sourced and 417K automated physical concept annotations of common household objects. We demonstrate that fine-tuning a VLM on PhysObjects improves its understanding of physical object concepts, by capturing human priors of these concepts from visual appearance. We incorporate this physically-grounded VLM in an interactive framework with a large language model-based robotic planner, and show improved planning performance on tasks that require reasoning about physical object concepts, compared to baselines that do not leverage physically-grounded VLMs. We additionally illustrate the benefits of our physically-grounded VLM on a real robot, where it improves task success rates. We release our dataset and provide further details and visualizations of our results at https://iliad.stanford.edu/pg-vlm/.

Towards Training-free Open-world Segmentation via Image Prompt Foundation Models

The realm of computer vision has witnessed a paradigm shift with the advent of foundational models, mirroring the transformative influence of large language models in the domain of natural language processing. This paper delves into the exploration of open-world segmentation, presenting a novel approach called Image Prompt Segmentation (IPSeg) that harnesses the power of vision foundational models. IPSeg lies the principle of a training-free paradigm, which capitalizes on image prompt techniques. Specifically, IPSeg utilizes a single image containing a subjective visual concept as a flexible prompt to query vision foundation models like DINOv2 and Stable Diffusion. Our approach extracts robust features for the prompt image and input image, then matches the input representations to the prompt representations via a novel feature interaction module to generate point prompts highlighting target objects in the input image. The generated point prompts are further utilized to guide the Segment Anything Model to segment the target object in the input image. The proposed method stands out by eliminating the need for exhaustive training sessions, thereby offering a more efficient and scalable solution. Experiments on COCO, PASCAL VOC, and other datasets demonstrate IPSeg's efficacy for flexible open-world segmentation using intuitive image prompts. This work pioneers tapping foundation models for open-world understanding through visual concepts conveyed in images.

Interactive Natural Language Processing

Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.

FILIP: Fine-grained Interactive Language-Image Pre-Training

Unsupervised large-scale vision-language pre-training has shown promising advances on various downstream tasks. Existing methods often model the cross-modal interaction either via the similarity of the global feature of each modality which misses sufficient information, or finer-grained interactions using cross/self-attention upon visual and textual tokens. However, cross/self-attention suffers from inferior efficiency in both training and inference. In this paper, we introduce a large-scale Fine-grained Interactive Language-Image Pre-training (FILIP) to achieve finer-level alignment through a cross-modal late interaction mechanism, which uses a token-wise maximum similarity between visual and textual tokens to guide the contrastive objective. FILIP successfully leverages the finer-grained expressiveness between image patches and textual words by modifying only contrastive loss, while simultaneously gaining the ability to pre-compute image and text representations offline at inference, keeping both large-scale training and inference efficient. Furthermore, we construct a new large-scale image-text pair dataset called FILIP300M for pre-training. Experiments show that FILIP achieves state-of-the-art performance on multiple downstream vision-language tasks including zero-shot image classification and image-text retrieval. The visualization on word-patch alignment further shows that FILIP can learn meaningful fine-grained features with promising localization ability.

A Plug-and-Play Method for Rare Human-Object Interactions Detection by Bridging Domain Gap

Human-object interactions (HOI) detection aims at capturing human-object pairs in images and corresponding actions. It is an important step toward high-level visual reasoning and scene understanding. However, due to the natural bias from the real world, existing methods mostly struggle with rare human-object pairs and lead to sub-optimal results. Recently, with the development of the generative model, a straightforward approach is to construct a more balanced dataset based on a group of supplementary samples. Unfortunately, there is a significant domain gap between the generated data and the original data, and simply merging the generated images into the original dataset cannot significantly boost the performance. To alleviate the above problem, we present a novel model-agnostic framework called Context-Enhanced Feature Alignment (CEFA) module, which can effectively align the generated data with the original data at the feature level and bridge the domain gap. Specifically, CEFA consists of a feature alignment module and a context enhancement module. On one hand, considering the crucial role of human-object pairs information in HOI tasks, the feature alignment module aligns the human-object pairs by aggregating instance information. On the other hand, to mitigate the issue of losing important context information caused by the traditional discriminator-style alignment method, we employ a context-enhanced image reconstruction module to improve the model's learning ability of contextual cues. Extensive experiments have shown that our method can serve as a plug-and-play module to improve the detection performance of HOI models on rare categorieshttps://github.com/LijunZhang01/CEFA.

Bongard-HOI: Benchmarking Few-Shot Visual Reasoning for Human-Object Interactions

A significant gap remains between today's visual pattern recognition models and human-level visual cognition especially when it comes to few-shot learning and compositional reasoning of novel concepts. We introduce Bongard-HOI, a new visual reasoning benchmark that focuses on compositional learning of human-object interactions (HOIs) from natural images. It is inspired by two desirable characteristics from the classical Bongard problems (BPs): 1) few-shot concept learning, and 2) context-dependent reasoning. We carefully curate the few-shot instances with hard negatives, where positive and negative images only disagree on action labels, making mere recognition of object categories insufficient to complete our benchmarks. We also design multiple test sets to systematically study the generalization of visual learning models, where we vary the overlap of the HOI concepts between the training and test sets of few-shot instances, from partial to no overlaps. Bongard-HOI presents a substantial challenge to today's visual recognition models. The state-of-the-art HOI detection model achieves only 62% accuracy on few-shot binary prediction while even amateur human testers on MTurk have 91% accuracy. With the Bongard-HOI benchmark, we hope to further advance research efforts in visual reasoning, especially in holistic perception-reasoning systems and better representation learning.