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Mustafa Hajij, Mathilde Papillon, Florian Frantzen, Jens Agerberg, Ibrahem AlJabea, Ruben Ballester, et al. (2024). TopoX: A Suite of Python Packages for Machine Learning on Topological Domains.
Abstract: We introduce TopoX, a Python software suite that provides reliable and user-friendly building blocks for computing and machine learning on topological domains that extend graphs: hypergraphs, simplicial, cellular, path and combinatorial complexes. TopoX consists of three packages: TopoNetX facilitates constructing and computing on these domains, including working with nodes, edges and higher-order cells; TopoEmbedX provides methods to embed topological domains into vector spaces, akin to popular graph-based embedding algorithms such as node2vec; TopoModelx is built on top of PyTorch and offers a comprehensive toolbox of higher-order message passing functions for neural networks on topological domains. The extensively documented and unit-tested source code of TopoX is available under MIT license at this https URL.
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German Barquero, Sergio Escalera, & Cristina Palmero. (2024). Seamless Human Motion Composition with Blended Positional Encodings.
Abstract: Conditional human motion generation is an important topic with many applications in virtual reality, gaming, and robotics. While prior works have focused on generating motion guided by text, music, or scenes, these typically result in isolated motions confined to short durations. Instead, we address the generation of long, continuous sequences guided by a series of varying textual descriptions. In this context, we introduce FlowMDM, the first diffusion-based model that generates seamless Human Motion Compositions (HMC) without any postprocessing or redundant denoising steps. For this, we introduce the Blended Positional Encodings, a technique that leverages both absolute and relative positional encodings in the denoising chain. More specifically, global motion coherence is recovered at the absolute stage, whereas smooth and realistic transitions are built at the relative stage. As a result, we achieve state-of-the-art results in terms of accuracy, realism, and smoothness on the Babel and HumanML3D datasets. FlowMDM excels when trained with only a single description per motion sequence thanks to its Pose-Centric Cross-ATtention, which makes it robust against varying text descriptions at inference time. Finally, to address the limitations of existing HMC metrics, we propose two new metrics: the Peak Jerk and the Area Under the Jerk, to detect abrupt transitions.
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Ayan Banerjee, Sanket Biswas, Josep Llados, & Umapada Pal. (2024). GraphKD: Exploring Knowledge Distillation Towards Document Object Detection with Structured Graph Creation.
Abstract: Object detection in documents is a key step to automate the structural elements identification process in a digital or scanned document through understanding the hierarchical structure and relationships between different elements. Large and complex models, while achieving high accuracy, can be computationally expensive and memory-intensive, making them impractical for deployment on resource constrained devices. Knowledge distillation allows us to create small and more efficient models that retain much of the performance of their larger counterparts. Here we present a graph-based knowledge distillation framework to correctly identify and localize the document objects in a document image. Here, we design a structured graph with nodes containing proposal-level features and edges representing the relationship between the different proposal regions. Also, to reduce text bias an adaptive node sampling strategy is designed to prune the weight distribution and put more weightage on non-text nodes. We encode the complete graph as a knowledge representation and transfer it from the teacher to the student through the proposed distillation loss by effectively capturing both local and global information concurrently. Extensive experimentation on competitive benchmarks demonstrates that the proposed framework outperforms the current state-of-the-art approaches. The code will be available at: this https URL.
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Tao Wu, Kai Wang, Chuanming Tang, & Jianlin Zhang. (2024). Diffusion-based network for unsupervised landmark detection. Knowledge-Based Systems, 292, 111627.
Abstract: Landmark detection is a fundamental task aiming at identifying specific landmarks that serve as representations of distinct object features within an image. However, the present landmark detection algorithms often adopt complex architectures and are trained in a supervised manner using large datasets to achieve satisfactory performance. When faced with limited data, these algorithms tend to experience a notable decline in accuracy. To address these drawbacks, we propose a novel diffusion-based network (DBN) for unsupervised landmark detection, which leverages the generation ability of the diffusion models to detect the landmark locations. In particular, we introduce a dual-branch encoder (DualE) for extracting visual features and predicting landmarks. Additionally, we lighten the decoder structure for faster inference, referred to as LightD. By this means, we avoid relying on extensive data comparison and the necessity of designing complex architectures as in previous methods. Experiments on CelebA, AFLW, 300W and Deepfashion benchmarks have shown that DBN performs state-of-the-art compared to the existing methods. Furthermore, DBN shows robustness even when faced with limited data cases.
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Muhammad Anwer Rao, David Vazquez, & Antonio Lopez. (2011). Color Contribution to Part-Based Person Detection in Different Types of Scenarios. In W. Kropatsch A. Berciano H. Molina D. D. P. Real (Ed.), 14th International Conference on Computer Analysis of Images and Patterns (Vol. 6855, pp. 463–470). Berlin Heidelberg: Springer.
Abstract: Camera-based person detection is of paramount interest due to its potential applications. The task is diffcult because the great variety of backgrounds (scenarios, illumination) in which persons are present, as well as their intra-class variability (pose, clothe, occlusion). In fact, the class person is one of the included in the popular PASCAL visual object classes (VOC) challenge. A breakthrough for this challenge, regarding person detection, is due to Felzenszwalb et al. These authors proposed a part-based detector that relies on histograms of oriented gradients (HOG) and latent support vector machines (LatSVM) to learn a model of the whole human body and its constitutive parts, as well as their relative position. Since the approach of Felzenszwalb et al. appeared new variants have been proposed, usually giving rise to more complex models. In this paper, we focus on an issue that has not attracted suficient interest up to now. In particular, we refer to the fact that HOG is usually computed from RGB color space, but other possibilities exist and deserve the corresponding investigation. In this paper we challenge RGB space with the opponent color space (OPP), which is inspired in the human vision system.We will compute the HOG on top of OPP, then we train and test the part-based human classifer by Felzenszwalb et al. using PASCAL VOC challenge protocols and person database. Our experiments demonstrate that OPP outperforms RGB. We also investigate possible differences among types of scenarios: indoor, urban and countryside. Interestingly, our experiments suggest that the beneficts of OPP with respect to RGB mainly come for indoor and countryside scenarios, those in which the human visual system was designed by evolution.
Keywords: Pedestrian Detection; Color
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Javier Marin, David Vazquez, David Geronimo, & Antonio Lopez. (2010). Learning Appearance in Virtual Scenarios for Pedestrian Detection. In 23rd IEEE Conference on Computer Vision and Pattern Recognition (137–144).
Abstract: Detecting pedestrians in images is a key functionality to avoid vehicle-to-pedestrian collisions. The most promising detectors rely on appearance-based pedestrian classifiers trained with labelled samples. This paper addresses the following question: can a pedestrian appearance model learnt in virtual scenarios work successfully for pedestrian detection in real images? (Fig. 1). Our experiments suggest a positive answer, which is a new and relevant conclusion for research in pedestrian detection. More specifically, we record training sequences in virtual scenarios and then appearance-based pedestrian classifiers are learnt using HOG and linear SVM. We test such classifiers in a publicly available dataset provided by Daimler AG for pedestrian detection benchmarking. This dataset contains real world images acquired from a moving car. The obtained result is compared with the one given by a classifier learnt using samples coming from real images. The comparison reveals that, although virtual samples were not specially selected, both virtual and real based training give rise to classifiers of similar performance.
Keywords: Pedestrian Detection; Domain Adaptation
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Muhammad Anwer Rao, David Vazquez, & Antonio Lopez. (2011). Opponent Colors for Human Detection. In J. Vitria, J.M. Sanches, & M. Hernandez (Eds.), 5th Iberian Conference on Pattern Recognition and Image Analysis (Vol. 6669, pp. 363–370). LNCS. Berlin Heidelberg: Springer.
Abstract: Human detection is a key component in fields such as advanced driving assistance and video surveillance. However, even detecting non-occluded standing humans remains a challenge of intensive research. Finding good features to build human models for further detection is probably one of the most important issues to face. Currently, shape, texture and motion features have deserve extensive attention in the literature. However, color-based features, which are important in other domains (e.g., image categorization), have received much less attention. In fact, the use of RGB color space has become a kind of choice by default. The focus has been put in developing first and second order features on top of RGB space (e.g., HOG and co-occurrence matrices, resp.). In this paper we evaluate the opponent colors (OPP) space as a biologically inspired alternative for human detection. In particular, by feeding OPP space in the baseline framework of Dalal et al. for human detection (based on RGB, HOG and linear SVM), we will obtain better detection performance than by using RGB space. This is a relevant result since, up to the best of our knowledge, OPP space has not been previously used for human detection. This suggests that in the future it could be worth to compute co-occurrence matrices, self-similarity features, etc., also on top of OPP space, i.e., as we have done with HOG in this paper.
Keywords: Pedestrian Detection; Color; Part Based Models
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David Vazquez, Antonio Lopez, Daniel Ponsa, & Javier Marin. (2011). Virtual Worlds and Active Learning for Human Detection. In 13th International Conference on Multimodal Interaction (pp. 393–400). New York, NY, USA, USA: ACM DL.
Abstract: Image based human detection is of paramount interest due to its potential applications in fields such as advanced driving assistance, surveillance and media analysis. However, even detecting non-occluded standing humans remains a challenge of intensive research. The most promising human detectors rely on classifiers developed in the discriminative paradigm, i.e., trained with labelled samples. However, labeling is a manual intensive step, especially in cases like human detection where it is necessary to provide at least bounding boxes framing the humans for training. To overcome such problem, some authors have proposed the use of a virtual world where the labels of the different objects are obtained automatically. This means that the human models (classifiers) are learnt using the appearance of rendered images, i.e., using realistic computer graphics. Later, these models are used for human detection in images of the real world. The results of this technique are surprisingly good. However, these are not always as good as the classical approach of training and testing with data coming from the same camera, or similar ones. Accordingly, in this paper we address the challenge of using a virtual world for gathering (while playing a videogame) a large amount of automatically labelled samples (virtual humans and background) and then training a classifier that performs equal, in real-world images, than the one obtained by equally training from manually labelled real-world samples. For doing that, we cast the problem as one of domain adaptation. In doing so, we assume that a small amount of manually labelled samples from real-world images is required. To collect these labelled samples we propose a non-standard active learning technique. Therefore, ultimately our human model is learnt by the combination of virtual and real world labelled samples (Fig. 1), which has not been done before. We present quantitative results showing that this approach is valid.
Keywords: Pedestrian Detection; Human detection; Virtual; Domain Adaptation; Active Learning
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