Department Talks

The Perceptual Advantage of Symmetry for Scene Perception

Talk
  • 29 May 2017 • 14:00 15:00
  • Sven Dickinson
  • Green-House (PS)

Human observers can classify photographs of real-world scenes after only a very brief exposure to the image (Potter & Levy, 1969; Thorpe, Fize, Marlot, et al., 1996; VanRullen & Thorpe, 2001). Line drawings of natural scenes have been shown to capture essential structural information required for successful scene categorization (Walther et al., 2011). Here, we investigate how the spatial relationships between lines and line segments in the line drawings affect scene classification. In one experiment, we tested the effect of removing either the junctions or the middle segments between junctions. Surprisingly, participants performed better when shown the middle segments (47.5%) than when shown the junctions (42.2%). It appeared as if the images with middle segments tended to maintain the most parallel/locally symmetric portions of the contours. In order to test this hypothesis, in a second experiment, we either removed the most symmetric half of the contour pixels or the least symmetric half of the contour pixels using a novel method of measuring the local symmetry of each contour pixel in the image. Participants were much better at categorizing images containing the most symmetric contour pixels (49.7%) than the least symmetric (38.2%).  Thus, results from both experiments demonstrate that local contour symmetry is a crucial organizing principle in complex real-world scenes. Joint work with John Wilder (UofT CS, Psych), Morteza Rezanejad (McGill CS), Kaleem Siddiqi (McGill CS), Allan Jepson (UofT CS), and Dirk Bernhardt-Walther (UofT Psych), to be presented at VSS 2017.

Organizers: Ahmed Osman

Shape Knowledge in Segmentation and Tracking

Talk
  • 23 September 2013 • 09:15:00
  • Victor Adrian Prisacariu
  • MRZ seminar room

In this talk I will detail methods for simultaneous 2D/3D segmentation, tracking and reconstruction which incorporate high level shape information. I base my work on the assumption that the space of possible 2D object shapes can be either generated by projecting down known rigid 3D shapes or learned from 2D shape examples. I minimise the discrimination between statistical foreground and background appearance models with respect to the parameters governing the shape generative process (the 6 degree-of-freedom 3D pose of the 3D shape or the parameters of the learned space). The foreground region is delineated by the zero level set of a signed distance function, and I define an energy over this region and its immediate background surroundings based on pixel-wise posterior membership probabilities. I obtain the differentials of this energy with respect to the parameters governing shape and conduct searches for the correct shape using standard non-linear minimisation techniques. This methodology first leads to a novel rigid 3D object tracker. For a known 3D shape, the optimisation here aims to find the 3D pose that leads to the 2D projection that best segments a given image. I also extend my approach to track multiple objects from multiple views and show how depth (such as may be available from a Kinect sensor) can be integrated in a straighforward manner. Next, I explore deformable 2D/3D object tracking. I use a non-linear and probabilistic dimensionality reduction, called Gaussian Process Latent Variable Models, to learn spaces of shape. Segmentation becomes a minimisation of an image-driven energy function in the learned space. I can represent both 2D and 3D shapes which I compress with Fourier-based transforms, to keep inference tractable. I extend this method by learning joint shape-parameter spaces, which, novel to the literature, enable simultaneous segmentation and generic parameter recovery. These can describe anything from 3D articulated pose to eye gaze. Finally, I will also be discussing various applications of the proposed techniques, ranging from (limited) articulated hand tracking to semantic SLAM.


Human perception of material properties in the real world

Talk
  • 23 September 2013 • 13:15:00
  • Bei Xiao
  • MRC Aquarium

Humans are very good at recognizing objects as well as the materials that they are made of. We can easily tell cheese from butter, silk from linen and snow from ice just by looking. Understanding material perception is important for many real-world applications. For instance, a robot cooking in the kitchen will benefit from the knowledge of material perception when deciding if food is cooked or raw. In this talk, I will present studies that are motivated by two important applications of material perception: online shopping and computer graphics (CG) rendering. First, I will discuss the image cues that allow humans to infer tactile and mechanical information about deformable materials. I will present an experiment in which subjects were asked to match their tactile and visual perception of fabrics. I will show that image cues such as 3D folds and color are important for predicting subjects' tactile perception. Not only do these findings have immediate practical implications (e.g., improving online shopping interfaces for fabrics), but they also have theoretical implications: image-based visual cues affect tactile perception. Second, I will present a project on the visual perception of translucent materials (e.g., wax, milk, and jade) using computer-rendered stimuli. Humans are very sensitive to subtle differences in translucency (e.g., baby skin vs. adult skin), however, it is difficult to render translucent materials realistically. I will show how we measured the perceptual dimensions of physical scattering parameter space and used those measurements to produce more realistic renderings of materials like marble and jade. Taken together, my findings highlight the importance of material perception in the real world, and demonstrate how human perception can contribute to applications in computer vision and graphics. 


  • Alexander Schwing
  • MPH lecture hall

Sensors acquire an increasing amount of diverse information posing two challenges. Firstly, how can we efficiently deal with such a big amount of data and secondly, how can we benefit from this diversity? In this talk I will first present an approach to deal with large graphical models. The presented method distributes and parallelizes the computation and memory requirements while preserving convergence and optimality guarantees of existing inference and learning algorithms. I will demonstrate the effectiveness of the approach on stereo reconstruction from high-resolution imagery. In the second part I will present a unified framework for structured prediction with latent variables which includes hidden conditional random fields and latent structured support vector machines as special cases. This framework allows to linearly combine different sources of information and I will demonstrate its efficacy on the problem of estimating the 3D room layout given a single image. For the latter problem I will in a third part introduce a globally optimal yet efficient inference algorithm based on branch-and-bound.


Depth, You, and the World

Talk
  • 10 September 2013 • 11:15:00
  • Jamie Shotton
  • Max Planck Haus Lecture Hall

Consumer level depth cameras such as Kinect have changed the landscape of 3D computer vision.  In this talk we will discuss two approaches that both learn to directly infer correspondences between observed depth image pixels and 3D model points.  These correspondences can then be used to drive an optimization of a generative model to explain the data.  The first approach, the "Vitruvian Manifold", aims to fit an articulated 3D human model to a depth camera image, and extends our original Body Part Recognition algorithm used in Kinect.  It applies a per-pixel regression forest to infer direct correspondences between image pixels and points on a human mesh model.  This allows an efficient “one-shot” continuous optimization of the model parameters to recover the human pose.  The second approach, "Scene Coordinate Regression", addresses the problem of camera pose relocalization.  It uses a similar regression forest, but now aims to predict correspondences between observed image pixels and 3D world coordinates in an arbitrary 3D scene.  These correspondences are again used to drive an efficient optimization of the camera pose to a highly accurate result from a single input frame.


Efficient Algorithms for Semantic Scene Parsing

Talk
  • 09 September 2013 • 12:00:00
  • Raquel Urtasun
  • MPI Lecture Hall

Developing autonomous systems that are able to assist humans in everyday's tasks is one of the grand challenges in modern computer science. Notable examples are personal robotics for the elderly and people with disabilities, as well as autonomous driving systems which can help decrease fatalities caused by traffic accidents. In order to perform tasks such as navigation, recognition and manipulation of objects, these systems should be able to efficiently extract 3D knowledge of their environment.  In this talk, I'll show how Markov random fields provide a great mathematical formalism to extract this knowledge.  In particular, I'll focus on a few examples, i.e., 3D reconstruction, 3D layout  estimation, 2D holistic parsing and object detection, and show  representations and inference strategies that allow us  to achieve state-of-the-art performance as well as  several orders of magnitude speed-ups.


  • Sanja Fidler
  • MRZ

Object detection is one of the main challenges of computer vision. In the standard setting, we are given an image and the goal is to place bounding boxes around the objects and recognize their classes. In robotics, estimating additional information such as accurate viewpoint or detailed segmentation is important for planning and interaction. In this talk, I'll approach detection in three scenarios: purely 2D, 3D from 2D and 3D from 3D and show how different types of information can be used to significantly boost the current state-of-the-art in detection.
 


  • Karl Abson
  • MRZ Seminar Room

Motion capture and data driven technologies have come very far over the past few years. In terms of human capture the high volume of research that has gone into this sub group has led to very impressive results. Human motion can now be captured in real time which when used in the creative sectors can lead to blockbuster films such as Avatar. Similarly in the medical sectors these techniques can be used to diagnose, analyse performance and avoid invasive procedures in tasks such as deformity correction. There is, however, very little research on motion capture of animals. While the technology for capturing animal motion exists, the method used is inefficient, unreliable and limited, as much manual work is required to turn blocked out motions into acceptable results. How we move forward with a suitable procedure however is the major question. Do we extend the life of marker based capture or do we move towards the holy grail of markerless tracking? In this talk we look at a possible solution suitable for both possibilities through physically based simulation techniques. It is our belief that such techniques could help cross the gap in the uncanny valley as far as marker based capture is concerned but also be useful as far as markerless tracking is concerned.


Discriminative Non-blind Deblurring

Talk
  • 03 June 2013 • 13:00:00
  • Uwe Schmidt
  • MRZ seminar

Non-blind deblurring is an integral component of blind approaches for removing image blur due to camera shake. Even though learning-based deblurring methods exist, they have been limited to the generative case and are computationally expensive. To this date, manually-defined models are thus most widely used, though limiting the attained restoration quality. We address this gap by proposing a discriminative approach for non-blind deblurring. One key challenge is that the blur kernel in use at test time is not known in advance. To address this, we analyze existing approaches that use half-quadratic regularization. From this analysis, we derive a discriminative model cascade for image deblurring. Our cascade model consists of a Gaussian CRF at each stage, based on the recently introduced regression tree fields. We train our model by loss minimization and use synthetically generated blur kernels to generate training data. Our experiments show that the proposed approach is efficient and yields state-of-the-art restoration quality on images corrupted with synthetic and real blur.


Interactive Variational Shape Modeling

Talk
  • 27 May 2013 • 11:15:00
  • Olga Sorkine-Hornung
  • Max Planck Haus Lecture Hall

Irregular triangle meshes are a powerful digital shape representation: they are flexible and can represent virtually any complex shape; they are efficiently rendered by graphics hardware; they are the standard output of 3D acquisition and routinely used as input to simulation software. Yet irregular meshes are difficult to model and edit because they lack a higher-level control mechanism. In this talk, I will survey a series of research results on surface modeling with meshes and show how high-quality shapes can be manipulated in a fast and intuitive manner. I will outline the current challenges in intelligent and more user-friendly modeling metaphors and will attempt to suggest possible directions for future work in this area.


3D vision in a changing world

Talk
  • 17 May 2013 • 09:15:00
  • Andrew Fitzgibbon
  • MPH Lecture Hall

3D reconstruction from images has been a tremendous success-story of computer vision, with city-scale reconstruction now a reality.   However, these successes apply almost exclusively in a static world, where the only motion is that of the camera.  Even with the advent of realtime depth cameras, full 3D modelling of dynamic scenes lags behind the rigid-scene case, and for many objects of interest (e.g. animals moving in natural environments), depth sensing remains challenging.  In this talk, I will discuss a range of recent work in the modelling of nonrigid real-world 3D shape from 2D images, for example building generic animal models from internet photo collections.   While the state of the art depends heavily on dense point tracks from textured surfaces,  it is rare to find suitably textured surfaces: most animals are limited in texture (think of dogs, cats, cows, horses, …). I will show how this assumption can be relaxed by incorporating the strong constraints given by the object’s silhouette.