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Section: Research Program

Designing and learning structured models

The task of understanding image and video content has been interpreted in several ways over the past few decades, namely image classification, detecting objects in a scene, recognizing objects and their spatial extents in an image, estimating human poses, recovering scene geometry, recognizing activities performed by humans. However, addressing all these problems individually provides us with a partial understanding of the scene at best, leaving much of the visual data unexplained.

One of the main goals of this research axis is to go beyond the initial attempts that consider only a subset of tasks jointly, by developing novel models for a more complete understanding of scenes to address all the component tasks. We propose to incorporate the structure in image and video data explicitly into the models. In other words, our models aim to satisfy the complex sets of constraints that exist in natural images and videos. Examples of such constraints include: (i) relations between objects, like signs for shops indicate the presence of buildings, people on a road are usually walking or standing, (ii) higher-level semantic relations involving the type of scene, geographic location, and the plausible actions as a global constraint, e.g., an image taken at a swimming pool is unlikely to contain cars, (iii) relating objects occluded in some of the video frames to content in other frames, where they are more clearly visible as the camera or the object itself move, with the use of long-term trajectories and video object proposals.

This research axis will focus on three topics. The first is developing deep features for video. This involves designing rich features available in the form of long-range temporal interactions among pixels in a video sequence to learn a representation that is truly spatio-temporal in nature. The focus of the second topic is the challenging problem of modeling human activities in video, starting from human activity descriptors to building intermediate spatio-temporal representations of videos, and then learning the interactions among humans, objects and scenes temporally. The last topic is aimed at learning models that capture the relationships among several objects and regions in a single image scene, and additionally, among scenes in the case of an image collection or a video. The main scientific challenges in this topic stem from learning the structure of the probabilistic graphical model as well as the parameters of the cost functions quantifying the relationships among its entities. In the following we will present work related to all these three topics and then elaborate on our research directions.

  • Deep features for vision. Deep learning models provide a rich representation of complex objects but in return have a large number of parameters. Thus, to work well on difficult tasks, a large amount of data is required. In this context, video presents several advantages: objects are observed from a large range of viewpoints, motion information allows the extraction of moving objects and parts, and objects can be differentiated by their motion patterns. We initially plan to develop deep features for videos that incorporate temporal information at multiple scales. We then plan to further exploit the rich content in video by incorporating additional cues, such as the detection of people and their body-joint locations in video, minimal prior knowledge of the object of interest, with the goal of learning a representation that is more appropriate for video understanding. In other words, a representation that is learned from video data and targeted at specific applications. For the application of recognizing human activities, this involves learning deep features for humans and their body-parts with all their spatiotemporal variations, either directly from raw video data or “pre-processed” videos containing human detections. For the application of object tracking, this task amounts to learning object-specific deep representations, further exploiting the limited annotation provided to identify the object.

  • Modeling human activities in videos. Humans and their activities are not only one of the most frequent and interesting subjects in videos but also one of the hardest to analyze owing to the complexity of the human form, clothing and movements. As part of this task, the Thoth project-team plans to build on state-of-the-art approaches for spatio-temporal representation of videos. This will involve using the dominant motion in the scene as well as the local motion of individual parts undergoing a rigid motion. Such motion information also helps in reasoning occlusion relationships among people and objects, and the state of the object. This novel spatio-temporal representation ultimately provides the equivalent of object proposals for videos, and is an important component for learning algorithms using minimal supervision. To take this representation even further, we aim to integrate the proposals and the occlusion relationships with methods for estimating human pose in videos, thus leveraging the interplay among body-joint locations, objects in the scene, and the activity being performed. For example, the locations of shoulder, elbow and wrist of a person drinking coffee are constrained to move in a certain way, which is completely different from the movement observed when a person is typing. In essence, this step will model human activities by dynamics in terms of both low-level movements of body-joint locations and global high-level motion in the scene.

  • Structured models. The interactions among various elements in a scene, such as, the objects and regions in it, the motion of object parts or entire objects themselves, form a key element for understanding image or video content. These rich cues define the structure of visual data and how it evolves spatio-temporally. We plan to develop a novel graphical model to exploit this structure. The main components in this graphical model are spatio-temporal regions (in the case of video or simply image regions), which can represent object parts or entire objects themselves, and the interactions among several entities. The dependencies among the scene entities are defined with a higher order or a global cost function. A higher order constraint is a generalization of the pairwise interaction term, and is a cost function involving more than two components in the scene, e.g., several regions, whereas a global constraint imposes a cost term over the entire image or video, e.g., a prior on the number of people expected in the scene. The constraints we plan to include generalize several existing methods, which are limited to pairwise interactions or a small restrictive set of higher-order costs. In addition to learning the parameters of these novel functions, we will focus on learning the structure of the graph itself—a challenging problem that is seldom addressed in current approaches. This provides an elegant way to go beyond state-of-the-art deep learning methods, which are limited to learning the high-level interaction among parts of an object, by learning the relationships among objects.