We propose and study a realistic Continual Learning (CL) setting where learning algorithms are granted a restricted computational budget per time step while training. We apply this setting to large-scale semi-supervised Continual Learning scenarios with sparse label rates. Previous proficient CL methods perform very poorly in this challenging setting. Overfitting to the sparse labeled data and insufficient computational budget are the two main culprits for such a poor performance. Our new setting encourages learning methods to effectively and efficiently utilize the unlabeled data during training. To that end, we propose a simple but highly effective baseline, DietCL, which utilizes both unlabeled and labeled data jointly. DietCL meticulously allocates computational budget for both types of data. We validate our baseline, at scale, on several datasets, e.g., CLOC, ImageNet10K, and CGLM, under constraint budget setups. DietCL outperforms, by a large margin, all existing supervised CL algorithms as well as more recent continual semi-supervised methods. Our extensive analysis and ablations demonstrate that DietCL is stable under a full spectrum of label sparsity, computational budget, and various other ablations.
Tracking and identifying athletes on the pitch holds a central role in collecting essential insights from the game, such as estimating the total distance covered by players or understanding team tactics. This tracking and identification process is crucial for reconstructing the game state, defined by the athletes' positions and identities on a 2D top-view of the pitch, (i.e. a minimap). However, reconstructing the game state from videos captured by a single camera is challenging. It requires understanding the position of the athletes and the viewpoint of the camera to localize and identify players within the field. In this work, we formalize the task of Game State Reconstruction and introduce SoccerNet-GSR, a novel Game State Reconstruction dataset focusing on football videos. SoccerNet-GSR is composed of 200 video sequences of 30 seconds, annotated with 9.37 million line points for pitch localization and camera calibration, as well as over 2.36 million athlete positions on the pitch with their respective role, team, and jersey number. Furthermore, we introduce GS-HOTA, a novel metric to evaluate game state reconstruction methods. Finally, we propose and release an end-to-end baseline for game state reconstruction, bootstrapping the research on this task. Our experiments show that GSR is a challenging novel task, which opens the field for future research. Our dataset and codebase are publicly available at https://github.com/SoccerNet/sn-gamestate.
The rapid advancement of artificial intelligence has led to significant improvements in automated decision-making. However, the increased performance of models often comes at the cost of explainability and transparency of their decision-making processes. In this paper, we investigate the capabilities of large language models to explain decisions, using football refereeing as a testing ground, given its decision complexity and subjectivity. We introduce the Explainable Video Assistant Referee System, X-VARS, a multi-modal large language model designed for understanding football videos from the point of view of a referee. X-VARS can perform a multitude of tasks, including video description, question answering, action recognition, and conducting meaningful conversations based on video content and in accordance with the Laws of the Game for football referees. We validate X-VARS on our novel dataset, SoccerNet-XFoul, which consists of more than 22k video-question-answer triplets annotated by over 70 experienced football referees. Our experiments and human study illustrate the impressive capabilities of X-VARS in interpreting complex football clips. Furthermore, we highlight the potential of X-VARS to reach human performance and support football referees in the future.
Recent advancements in diffusion models have shown remarkable proficiency in editing 2D images based on text prompts. However, extending these techniques to edit scenes in Neural Radiance Fields (NeRF) is complex, as editing individual 2D frames can result in inconsistencies across multiple views. Our crucial insight is that a NeRF scene's geometry can serve as a bridge to integrate these 2D edits. Utilizing this geometry, we employ a depth-conditioned ControlNet to enhance the coherence of each 2D image modification. Moreover, we introduce an inpainting approach that leverages the depth information of NeRF scenes to distribute 2D edits across different images, ensuring robustness against errors and resampling challenges. Our results reveal that this methodology achieves more consistent, lifelike, and detailed edits than existing leading methods for text-driven NeRF scene editing.
Movie trailers are an essential tool for promoting films and attracting audiences. However, the process of creating trailers can be time-consuming and expensive. To streamline this process, we propose an automatic trailer generation framework that generates plausible trailers from a full movie by automating shot selection and composition. Our approach draws inspiration from machine translation techniques and models the movies and trailers as sequences of shots, thus formulating the trailer generation problem as a sequence-to-sequence task. We introduce Trailer Generation Transformer (TGT), a deep-learning framework utilizing an encoder-decoder architecture. TGT movie encoder is tasked with contextualizing each movie shot representation via self-attention, while the autoregressive trailer decoder predicts the feature representation of the next trailer shot, accounting for the relevance of shots' temporal order in trailers. Our TGT significantly outperforms previous methods on a comprehensive suite of metrics.
The modern surge in camera usage alongside widespread computer vision technology applications poses significant privacy and security concerns. Current artificial intelligence (AI) technologies aid in recognizing relevant events and assisting in daily tasks in homes, offices, hospitals, etc. The need to access or process personal information for these purposes raises privacy concerns. While software-level solutions like face de-identification provide a good privacy/utility trade-off, they present vulnerabilities to sniffing attacks. In this paper, we propose a hardware-level face de-identification method to solve this vulnerability. Specifically, our approach first learns an optical encoder along with a regression model to obtain a face heatmap while hiding the face identity from the source image. We also propose an anonymization framework that generates a new face using the privacy-preserving image, face heatmap, and a reference face image from a public dataset as input. We validate our approach with extensive simulations and hardware experiments.
Self-supervised pre-training of image encoders is omnipresent in the literature, particularly following the introduction of Masked autoencoders (MAE). Current efforts attempt to learn object-centric representations from motion in videos. In particular, SiamMAE recently introduced a Siamese network, training a shared-weight encoder from two frames of a video with a high asymmetric masking ratio (95%). In this work, we propose CropMAE, an alternative approach to the Siamese pre-training introduced by SiamMAE. Our method specifically differs by exclusively considering pairs of cropped images sourced from the same image but cropped differently, deviating from the conventional pairs of frames extracted from a video. CropMAE therefore alleviates the need for video datasets, while maintaining competitive performances and drastically reducing pre-training time. Furthermore, we demonstrate that CropMAE learns similar object-centric representations without explicit motion, showing that current self-supervised learning methods do not learn objects from motion, but rather thanks to the Siamese architecture. Finally, CropMAE achieves the highest masking ratio to date (98.5%), enabling the reconstruction of images using only two visible patches. Our code is available at https://github.com/alexandre-eymael/CropMAE.
We explore the impact of training with more diverse datasets, characterized by the number of unique samples, on the performance of self-supervised learning (SSL) under a fixed computational budget. Our findings consistently demonstrate that increasing pretraining data diversity enhances SSL performance, albeit only when the distribution distance to the downstream data is minimal. Notably, even with an exceptionally large pretraining data diversity achieved through methods like web crawling or diffusion-generated data, among other ways, the distribution shift remains a challenge. Our experiments are comprehensive with seven SSL methods using large-scale datasets such as ImageNet and YFCC100M amounting to over 200 GPU days. Code and trained models will be available at https://github.com/hammoudhasan/DiversitySSL .
Self-supervised learning has achieved remarkable success in acquiring high-quality representations from unlabeled data. The widely adopted contrastive learning framework aims to learn invariant representations by minimizing the distance between positive views originating from the same image. However, existing techniques to construct positive views highly rely on manual transformations, resulting in limited diversity and potentially false positive pairs. To tackle these challenges, we present GenView, a controllable framework that augments the diversity of positive views leveraging the power of pretrained generative models while preserving semantics. We develop an adaptive view generation method that dynamically adjusts the noise level in sampling to ensure the preservation of essential semantic meaning while introducing variability. Additionally, we introduce a quality-driven contrastive loss, which assesses the quality of positive pairs by considering both foreground similarity and background diversity. This loss prioritizes the high-quality positive pairs we construct while reducing the influence of low-quality pairs, thereby mitigating potential semantic inconsistencies introduced by generative models and aggressive data augmentation. Thanks to the improved positive view quality and the quality-driven contrastive loss, GenView significantly improves self-supervised learning across various tasks. For instance, GenView improves MoCov2 performance by 2.5%/2.2% on ImageNet linear/semi-supervised classification. Moreover, GenView even performs much better than naively augmenting the ImageNet dataset with Laion400M or ImageNet21K. Code is available at https://github.com/xiaojieli0903/genview.
Advancements in 3D Gaussian Splatting have significantly accelerated 3D reconstruction and generation. However, it may require a large number of Gaussians, which creates a substantial memory footprint. This paper introduces GES (Generalized Exponential Splatting), a novel representation that employs Generalized Exponential Function (GEF) to model 3D scenes, requiring far fewer particles to represent a scene and thus significantly outperforming Gaussian Splatting methods in efficiency with a plug-and-play replacement ability for Gaussian-based utilities. GES is validated theoretically and empirically in both principled 1D setup and realistic 3D scenes. It is shown to represent signals with sharp edges more accurately, which are typically challenging for Gaussians due to their inherent low-pass characteristics. Our empirical analysis demonstrates that GEF outperforms Gaussians in fitting natural-occurring signals (e.g. squares, triangles, and parabolic signals), thereby reducing the need for extensive splitting operations that increase the memory footprint of Gaussian Splatting. With the aid of a frequency-modulated loss, GES achieves competitive performance in novel-view synthesis benchmarks while requiring less than half the memory storage of Gaussian Splatting and increasing the rendering speed by up to 39%. The code is available on the project website https://abdullahamdi.com/ges .