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SubscribeViTGaze: Gaze Following with Interaction Features in Vision Transformers
Gaze following aims to interpret human-scene interactions by predicting the person's focal point of gaze. Prevailing approaches often adopt a two-stage framework, whereby multi-modality information is extracted in the initial stage for gaze target prediction. Consequently, the efficacy of these methods highly depends on the precision of the preceding modality extraction. Others use a single-modality approach with complex decoders, increasing network computational load. Inspired by the remarkable success of pre-trained plain vision transformers (ViTs), we introduce a novel single-modality gaze following framework called ViTGaze. In contrast to previous methods, it creates a novel gaze following framework based mainly on powerful encoders (relative decoder parameters less than 1%). Our principal insight is that the inter-token interactions within self-attention can be transferred to interactions between humans and scenes. Leveraging this presumption, we formulate a framework consisting of a 4D interaction encoder and a 2D spatial guidance module to extract human-scene interaction information from self-attention maps. Furthermore, our investigation reveals that ViT with self-supervised pre-training has an enhanced ability to extract correlation information. Many experiments have been conducted to demonstrate the performance of the proposed method. Our method achieves state-of-the-art (SOTA) performance among all single-modality methods (3.4% improvement in the area under curve (AUC) score, 5.1% improvement in the average precision (AP)) and very comparable performance against multi-modality methods with 59% number of parameters less.
A Novel Framework for Multi-Person Temporal Gaze Following and Social Gaze Prediction
Gaze following and social gaze prediction are fundamental tasks providing insights into human communication behaviors, intent, and social interactions. Most previous approaches addressed these tasks separately, either by designing highly specialized social gaze models that do not generalize to other social gaze tasks or by considering social gaze inference as an ad-hoc post-processing of the gaze following task. Furthermore, the vast majority of gaze following approaches have proposed static models that can handle only one person at a time, therefore failing to take advantage of social interactions and temporal dynamics. In this paper, we address these limitations and introduce a novel framework to jointly predict the gaze target and social gaze label for all people in the scene. The framework comprises of: (i) a temporal, transformer-based architecture that, in addition to image tokens, handles person-specific tokens capturing the gaze information related to each individual; (ii) a new dataset, VSGaze, that unifies annotation types across multiple gaze following and social gaze datasets. We show that our model trained on VSGaze can address all tasks jointly, and achieves state-of-the-art results for multi-person gaze following and social gaze prediction.
DVGaze: Dual-View Gaze Estimation
Gaze estimation methods estimate gaze from facial appearance with a single camera. However, due to the limited view of a single camera, the captured facial appearance cannot provide complete facial information and thus complicate the gaze estimation problem. Recently, camera devices are rapidly updated. Dual cameras are affordable for users and have been integrated in many devices. This development suggests that we can further improve gaze estimation performance with dual-view gaze estimation. In this paper, we propose a dual-view gaze estimation network (DV-Gaze). DV-Gaze estimates dual-view gaze directions from a pair of images. We first propose a dual-view interactive convolution (DIC) block in DV-Gaze. DIC blocks exchange dual-view information during convolution in multiple feature scales. It fuses dual-view features along epipolar lines and compensates for the original feature with the fused feature. We further propose a dual-view transformer to estimate gaze from dual-view features. Camera poses are encoded to indicate the position information in the transformer. We also consider the geometric relation between dual-view gaze directions and propose a dual-view gaze consistency loss for DV-Gaze. DV-Gaze achieves state-of-the-art performance on ETH-XGaze and EVE datasets. Our experiments also prove the potential of dual-view gaze estimation. We release codes in https://github.com/yihuacheng/DVGaze.
Object-aware Gaze Target Detection
Gaze target detection aims to predict the image location where the person is looking and the probability that a gaze is out of the scene. Several works have tackled this task by regressing a gaze heatmap centered on the gaze location, however, they overlooked decoding the relationship between the people and the gazed objects. This paper proposes a Transformer-based architecture that automatically detects objects (including heads) in the scene to build associations between every head and the gazed-head/object, resulting in a comprehensive, explainable gaze analysis composed of: gaze target area, gaze pixel point, the class and the image location of the gazed-object. Upon evaluation of the in-the-wild benchmarks, our method achieves state-of-the-art results on all metrics (up to 2.91% gain in AUC, 50% reduction in gaze distance, and 9% gain in out-of-frame average precision) for gaze target detection and 11-13% improvement in average precision for the classification and the localization of the gazed-objects. The code of the proposed method is available https://github.com/francescotonini/object-aware-gaze-target-detection
ChildPlay: A New Benchmark for Understanding Children's Gaze Behaviour
Gaze behaviors such as eye-contact or shared attention are important markers for diagnosing developmental disorders in children. While previous studies have looked at some of these elements, the analysis is usually performed on private datasets and is restricted to lab settings. Furthermore, all publicly available gaze target prediction benchmarks mostly contain instances of adults, which makes models trained on them less applicable to scenarios with young children. In this paper, we propose the first study for predicting the gaze target of children and interacting adults. To this end, we introduce the ChildPlay dataset: a curated collection of short video clips featuring children playing and interacting with adults in uncontrolled environments (e.g. kindergarten, therapy centers, preschools etc.), which we annotate with rich gaze information. We further propose a new model for gaze target prediction that is geometrically grounded by explicitly identifying the scene parts in the 3D field of view (3DFoV) of the person, leveraging recent geometry preserving depth inference methods. Our model achieves state of the art results on benchmark datasets and ChildPlay. Furthermore, results show that looking at faces prediction performance on children is much worse than on adults, and can be significantly improved by fine-tuning models using child gaze annotations. Our dataset and models will be made publicly available.
One Eye is All You Need: Lightweight Ensembles for Gaze Estimation with Single Encoders
Gaze estimation has grown rapidly in accuracy in recent years. However, these models often fail to take advantage of different computer vision (CV) algorithms and techniques (such as small ResNet and Inception networks and ensemble models) that have been shown to improve results for other CV problems. Additionally, most current gaze estimation models require the use of either both eyes or an entire face, whereas real-world data may not always have both eyes in high resolution. Thus, we propose a gaze estimation model that implements the ResNet and Inception model architectures and makes predictions using only one eye image. Furthermore, we propose an ensemble calibration network that uses the predictions from several individual architectures for subject-specific predictions. With the use of lightweight architectures, we achieve high performance on the GazeCapture dataset with very low model parameter counts. When using two eyes as input, we achieve a prediction error of 1.591 cm on the test set without calibration and 1.439 cm with an ensemble calibration model. With just one eye as input, we still achieve an average prediction error of 2.312 cm on the test set without calibration and 1.951 cm with an ensemble calibration model. We also notice significantly lower errors on the right eye images in the test set, which could be important in the design of future gaze estimation-based tools.
ETH-XGaze: A Large Scale Dataset for Gaze Estimation under Extreme Head Pose and Gaze Variation
Gaze estimation is a fundamental task in many applications of computer vision, human computer interaction and robotics. Many state-of-the-art methods are trained and tested on custom datasets, making comparison across methods challenging. Furthermore, existing gaze estimation datasets have limited head pose and gaze variations, and the evaluations are conducted using different protocols and metrics. In this paper, we propose a new gaze estimation dataset called ETH-XGaze, consisting of over one million high-resolution images of varying gaze under extreme head poses. We collect this dataset from 110 participants with a custom hardware setup including 18 digital SLR cameras and adjustable illumination conditions, and a calibrated system to record ground truth gaze targets. We show that our dataset can significantly improve the robustness of gaze estimation methods across different head poses and gaze angles. Additionally, we define a standardized experimental protocol and evaluation metric on ETH-XGaze, to better unify gaze estimation research going forward. The dataset and benchmark website are available at https://ait.ethz.ch/projects/2020/ETH-XGaze
Photo-Realistic Monocular Gaze Redirection Using Generative Adversarial Networks
Gaze redirection is the task of changing the gaze to a desired direction for a given monocular eye patch image. Many applications such as videoconferencing, films, games, and generation of training data for gaze estimation require redirecting the gaze, without distorting the appearance of the area surrounding the eye and while producing photo-realistic images. Existing methods lack the ability to generate perceptually plausible images. In this work, we present a novel method to alleviate this problem by leveraging generative adversarial training to synthesize an eye image conditioned on a target gaze direction. Our method ensures perceptual similarity and consistency of synthesized images to the real images. Furthermore, a gaze estimation loss is used to control the gaze direction accurately. To attain high-quality images, we incorporate perceptual and cycle consistency losses into our architecture. In extensive evaluations we show that the proposed method outperforms state-of-the-art approaches in terms of both image quality and redirection precision. Finally, we show that generated images can bring significant improvement for the gaze estimation task if used to augment real training data.
Gaze Embeddings for Zero-Shot Image Classification
Zero-shot image classification using auxiliary information, such as attributes describing discriminative object properties, requires time-consuming annotation by domain experts. We instead propose a method that relies on human gaze as auxiliary information, exploiting that even non-expert users have a natural ability to judge class membership. We present a data collection paradigm that involves a discrimination task to increase the information content obtained from gaze data. Our method extracts discriminative descriptors from the data and learns a compatibility function between image and gaze using three novel gaze embeddings: Gaze Histograms (GH), Gaze Features with Grid (GFG) and Gaze Features with Sequence (GFS). We introduce two new gaze-annotated datasets for fine-grained image classification and show that human gaze data is indeed class discriminative, provides a competitive alternative to expert-annotated attributes, and outperforms other baselines for zero-shot image classification.
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.
GazeXplain: Learning to Predict Natural Language Explanations of Visual Scanpaths
While exploring visual scenes, humans' scanpaths are driven by their underlying attention processes. Understanding visual scanpaths is essential for various applications. Traditional scanpath models predict the where and when of gaze shifts without providing explanations, creating a gap in understanding the rationale behind fixations. To bridge this gap, we introduce GazeXplain, a novel study of visual scanpath prediction and explanation. This involves annotating natural-language explanations for fixations across eye-tracking datasets and proposing a general model with an attention-language decoder that jointly predicts scanpaths and generates explanations. It integrates a unique semantic alignment mechanism to enhance the consistency between fixations and explanations, alongside a cross-dataset co-training approach for generalization. These novelties present a comprehensive and adaptable solution for explainable human visual scanpath prediction. Extensive experiments on diverse eye-tracking datasets demonstrate the effectiveness of GazeXplain in both scanpath prediction and explanation, offering valuable insights into human visual attention and cognitive processes.
Gazelle: An Instruction Dataset for Arabic Writing Assistance
Writing has long been considered a hallmark of human intelligence and remains a pinnacle task for artificial intelligence (AI) due to the intricate cognitive processes involved. Recently, rapid advancements in generative AI, particularly through the development of Large Language Models (LLMs), have significantly transformed the landscape of writing assistance. However, underrepresented languages like Arabic encounter significant challenges in the development of advanced AI writing tools, largely due to the limited availability of data. This scarcity constrains the training of effective models, impeding the creation of sophisticated writing assistance technologies. To address these issues, we present Gazelle, a comprehensive dataset for Arabic writing assistance. In addition, we offer an evaluation framework designed to enhance Arabic writing assistance tools. Our human evaluation of leading LLMs, including GPT-4, GPT-4o, Cohere Command R+, and Gemini 1.5 Pro, highlights their respective strengths and limitations in addressing the challenges of Arabic writing. Our findings underscore the need for continuous model training and dataset enrichment to manage the complexities of Arabic language processing, paving the way for more effective AI-powered Arabic writing tools.
Listen to Look into the Future: Audio-Visual Egocentric Gaze Anticipation
Egocentric gaze anticipation serves as a key building block for the emerging capability of Augmented Reality. Notably, gaze behavior is driven by both visual cues and audio signals during daily activities. Motivated by this observation, we introduce the first model that leverages both the video and audio modalities for egocentric gaze anticipation. Specifically, we propose a Contrastive Spatial-Temporal Separable (CSTS) fusion approach that adopts two modules to separately capture audio-visual correlations in spatial and temporal dimensions, and applies a contrastive loss on the re-weighted audio-visual features from fusion modules for representation learning. We conduct extensive ablation studies and thorough analysis using two egocentric video datasets: Ego4D and Aria, to validate our model design. We demonstrate the audio improves the performance by +2.5% and +2.4% on the two datasets. Our model also outperforms the prior state-of-the-art methods by at least +1.9% and +1.6%. Moreover, we provide visualizations to show the gaze anticipation results and provide additional insights into audio-visual representation learning. The code and data split are available on our website (https://bolinlai.github.io/CSTS-EgoGazeAnticipation/).
Exploring the Zero-Shot Capabilities of Vision-Language Models for Improving Gaze Following
Contextual cues related to a person's pose and interactions with objects and other people in the scene can provide valuable information for gaze following. While existing methods have focused on dedicated cue extraction methods, in this work we investigate the zero-shot capabilities of Vision-Language Models (VLMs) for extracting a wide array of contextual cues to improve gaze following performance. We first evaluate various VLMs, prompting strategies, and in-context learning (ICL) techniques for zero-shot cue recognition performance. We then use these insights to extract contextual cues for gaze following, and investigate their impact when incorporated into a state of the art model for the task. Our analysis indicates that BLIP-2 is the overall top performing VLM and that ICL can improve performance. We also observe that VLMs are sensitive to the choice of the text prompt although ensembling over multiple text prompts can provide more robust performance. Additionally, we discover that using the entire image along with an ellipse drawn around the target person is the most effective strategy for visual prompting. For gaze following, incorporating the extracted cues results in better generalization performance, especially when considering a larger set of cues, highlighting the potential of this approach.
3DGazeNet: Generalizing Gaze Estimation with Weak-Supervision from Synthetic Views
Developing gaze estimation models that generalize well to unseen domains and in-the-wild conditions remains a challenge with no known best solution. This is mostly due to the difficulty of acquiring ground truth data that cover the distribution of faces, head poses, and environments that exist in the real world. Most recent methods attempt to close the gap between specific source and target domains using domain adaptation. In this work, we propose to train general gaze estimation models which can be directly employed in novel environments without adaptation. To do so, we leverage the observation that head, body, and hand pose estimation benefit from revising them as dense 3D coordinate prediction, and similarly express gaze estimation as regression of dense 3D eye meshes. To close the gap between image domains, we create a large-scale dataset of diverse faces with gaze pseudo-annotations, which we extract based on the 3D geometry of the scene, and design a multi-view supervision framework to balance their effect during training. We test our method in the task of gaze generalization, in which we demonstrate improvement of up to 30% compared to state-of-the-art when no ground truth data are available, and up to 10% when they are. The project material are available for research purposes at https://github.com/Vagver/3DGazeNet.
L2CS-Net: Fine-Grained Gaze Estimation in Unconstrained Environments
Human gaze is a crucial cue used in various applications such as human-robot interaction and virtual reality. Recently, convolution neural network (CNN) approaches have made notable progress in predicting gaze direction. However, estimating gaze in-the-wild is still a challenging problem due to the uniqueness of eye appearance, lightning conditions, and the diversity of head pose and gaze directions. In this paper, we propose a robust CNN-based model for predicting gaze in unconstrained settings. We propose to regress each gaze angle separately to improve the per-angel prediction accuracy, which will enhance the overall gaze performance. In addition, we use two identical losses, one for each angle, to improve network learning and increase its generalization. We evaluate our model with two popular datasets collected with unconstrained settings. Our proposed model achieves state-of-the-art accuracy of 3.92{\deg} and 10.41{\deg} on MPIIGaze and Gaze360 datasets, respectively. We make our code open source at https://github.com/Ahmednull/L2CS-Net.
Domain-Adaptive Full-Face Gaze Estimation via Novel-View-Synthesis and Feature Disentanglement
Along with the recent development of deep neural networks, appearance-based gaze estimation has succeeded considerably when training and testing within the same domain. Compared to the within-domain task, the variance of different domains makes the cross-domain performance drop severely, preventing gaze estimation deployment in real-world applications. Among all the factors, ranges of head pose and gaze are believed to play a significant role in the final performance of gaze estimation, while collecting large ranges of data is expensive. This work proposes an effective model training pipeline consisting of a training data synthesis and a gaze estimation model for unsupervised domain adaptation. The proposed data synthesis leverages the single-image 3D reconstruction to expand the range of the head poses from the source domain without requiring a 3D facial shape dataset. To bridge the inevitable gap between synthetic and real images, we further propose an unsupervised domain adaptation method suitable for synthetic full-face data. We propose a disentangling autoencoder network to separate gaze-related features and introduce background augmentation consistency loss to utilize the characteristics of the synthetic source domain. Through comprehensive experiments, we show that the model only using monocular-reconstructed synthetic training data can perform comparably to real data with a large label range. Our proposed domain adaptation approach further improves the performance on multiple target domains. The code and data will be available at https://github.com/ut-vision/AdaptiveGaze.
Towards Pixel-Level Prediction for Gaze Following: Benchmark and Approach
Following the gaze of other people and analyzing the target they are looking at can help us understand what they are thinking, and doing, and predict the actions that may follow. Existing methods for gaze following struggle to perform well in natural scenes with diverse objects, and focus on gaze points rather than objects, making it difficult to deliver clear semantics and accurate scope of the targets. To address this shortcoming, we propose a novel gaze target prediction solution named GazeSeg, that can fully utilize the spatial visual field of the person as guiding information and lead to a progressively coarse-to-fine gaze target segmentation and recognition process. Specifically, a prompt-based visual foundation model serves as the encoder, working in conjunction with three distinct decoding modules (e.g. FoV perception, heatmap generation, and segmentation) to form the framework for gaze target prediction. Then, with the head bounding box performed as an initial prompt, GazeSeg obtains the FoV map, heatmap, and segmentation map progressively, leading to a unified framework for multiple tasks (e.g. direction estimation, gaze target segmentation, and recognition). In particular, to facilitate this research, we construct and release a new dataset, comprising 72k images with pixel-level annotations and 270 categories of gaze targets, built upon the GazeFollow dataset. The quantitative evaluation shows that our approach achieves the Dice of 0.325 in gaze target segmentation and 71.7% top-5 recognition. Meanwhile, our approach also outperforms previous state-of-the-art methods, achieving 0.953 in AUC on the gaze-following task. The dataset and code will be released.
OAT: Object-Level Attention Transformer for Gaze Scanpath Prediction
Visual search is important in our daily life. The efficient allocation of visual attention is critical to effectively complete visual search tasks. Prior research has predominantly modelled the spatial allocation of visual attention in images at the pixel level, e.g. using a saliency map. However, emerging evidence shows that visual attention is guided by objects rather than pixel intensities. This paper introduces the Object-level Attention Transformer (OAT), which predicts human scanpaths as they search for a target object within a cluttered scene of distractors. OAT uses an encoder-decoder architecture. The encoder captures information about the position and appearance of the objects within an image and about the target. The decoder predicts the gaze scanpath as a sequence of object fixations, by integrating output features from both the encoder and decoder. We also propose a new positional encoding that better reflects spatial relationships between objects. We evaluated OAT on the Amazon book cover dataset and a new dataset for visual search that we collected. OAT's predicted gaze scanpaths align more closely with human gaze patterns, compared to predictions by algorithms based on spatial attention on both established metrics and a novel behavioural-based metric. Our results demonstrate the generalization ability of OAT, as it accurately predicts human scanpaths for unseen layouts and target objects.
Towards Self-Supervised Gaze Estimation
Recent joint embedding-based self-supervised methods have surpassed standard supervised approaches on various image recognition tasks such as image classification. These self-supervised methods aim at maximizing agreement between features extracted from two differently transformed views of the same image, which results in learning an invariant representation with respect to appearance and geometric image transformations. However, the effectiveness of these approaches remains unclear in the context of gaze estimation, a structured regression task that requires equivariance under geometric transformations (e.g., rotations, horizontal flip). In this work, we propose SwAT, an equivariant version of the online clustering-based self-supervised approach SwAV, to learn more informative representations for gaze estimation. We demonstrate that SwAT, with ResNet-50 and supported with uncurated unlabeled face images, outperforms state-of-the-art gaze estimation methods and supervised baselines in various experiments. In particular, we achieve up to 57% and 25% improvements in cross-dataset and within-dataset evaluation tasks on existing benchmarks (ETH-XGaze, Gaze360, and MPIIFaceGaze).
GOO: A Dataset for Gaze Object Prediction in Retail Environments
One of the most fundamental and information-laden actions humans do is to look at objects. However, a survey of current works reveals that existing gaze-related datasets annotate only the pixel being looked at, and not the boundaries of a specific object of interest. This lack of object annotation presents an opportunity for further advancing gaze estimation research. To this end, we present a challenging new task called gaze object prediction, where the goal is to predict a bounding box for a person's gazed-at object. To train and evaluate gaze networks on this task, we present the Gaze On Objects (GOO) dataset. GOO is composed of a large set of synthetic images (GOO Synth) supplemented by a smaller subset of real images (GOO-Real) of people looking at objects in a retail environment. Our work establishes extensive baselines on GOO by re-implementing and evaluating selected state-of-the art models on the task of gaze following and domain adaptation. Code is available on github.
Automatically Annotated Turkish Corpus for Named Entity Recognition and Text Categorization using Large-Scale Gazetteers
Turkish Wikipedia Named-Entity Recognition and Text Categorization (TWNERTC) dataset is a collection of automatically categorized and annotated sentences obtained from Wikipedia. We constructed large-scale gazetteers by using a graph crawler algorithm to extract relevant entity and domain information from a semantic knowledge base, Freebase. The constructed gazetteers contains approximately 300K entities with thousands of fine-grained entity types under 77 different domains. Since automated processes are prone to ambiguity, we also introduce two new content specific noise reduction methodologies. Moreover, we map fine-grained entity types to the equivalent four coarse-grained types: person, loc, org, misc. Eventually, we construct six different dataset versions and evaluate the quality of annotations by comparing ground truths from human annotators. We make these datasets publicly available to support studies on Turkish named-entity recognition (NER) and text categorization (TC).
Deepfake pornography as a male gaze on fan culture
This essay shows the impact of deepfake technology on fan culture. The innovative technology provided the male audience with an instrument to express its ideas and plots. Which subsequently led to the rise of deepfake pornography. It is often seen as a part of celebrity studies; however, the essay shows that it could also be considered a type of fanfic and a product of participatory culture, sharing community origin, exploitation by commercial companies and deep sexualisation. These two branches of fanfic evolution can be connected via the genre of machinima pornography. Textual fanfics are mainly created by females for females, depicting males; otherwise, deepfake pornography and machinima are made by males and for males targeting females.
RITnet: Real-time Semantic Segmentation of the Eye for Gaze Tracking
Accurate eye segmentation can improve eye-gaze estimation and support interactive computing based on visual attention; however, existing eye segmentation methods suffer from issues such as person-dependent accuracy, lack of robustness, and an inability to be run in real-time. Here, we present the RITnet model, which is a deep neural network that combines U-Net and DenseNet. RITnet is under 1 MB and achieves 95.3\% accuracy on the 2019 OpenEDS Semantic Segmentation challenge. Using a GeForce GTX 1080 Ti, RITnet tracks at > 300Hz, enabling real-time gaze tracking applications. Pre-trained models and source code are available https://bitbucket.org/eye-ush/ritnet/.
Emotional Conversation: Empowering Talking Faces with Cohesive Expression, Gaze and Pose Generation
Vivid talking face generation holds immense potential applications across diverse multimedia domains, such as film and game production. While existing methods accurately synchronize lip movements with input audio, they typically ignore crucial alignments between emotion and facial cues, which include expression, gaze, and head pose. These alignments are indispensable for synthesizing realistic videos. To address these issues, we propose a two-stage audio-driven talking face generation framework that employs 3D facial landmarks as intermediate variables. This framework achieves collaborative alignment of expression, gaze, and pose with emotions through self-supervised learning. Specifically, we decompose this task into two key steps, namely speech-to-landmarks synthesis and landmarks-to-face generation. The first step focuses on simultaneously synthesizing emotionally aligned facial cues, including normalized landmarks that represent expressions, gaze, and head pose. These cues are subsequently reassembled into relocated facial landmarks. In the second step, these relocated landmarks are mapped to latent key points using self-supervised learning and then input into a pretrained model to create high-quality face images. Extensive experiments on the MEAD dataset demonstrate that our model significantly advances the state-of-the-art performance in both visual quality and emotional alignment.
Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 Robots
Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.
When Life gives you LLMs, make LLM-ADE: Large Language Models with Adaptive Data Engineering
This paper presents the LLM-ADE framework, a novel methodology for continued pre-training of large language models (LLMs) that addresses the challenges of catastrophic forgetting and double descent. LLM-ADE employs dynamic architectural adjustments, including selective block freezing and expansion, tailored to specific datasets. This strategy enhances model adaptability to new data while preserving previously acquired knowledge. We demonstrate LLM-ADE's effectiveness on the TinyLlama model across various general knowledge benchmarks, showing significant performance improvements without the drawbacks of traditional continuous training methods. This approach promises a more versatile and robust way to keep LLMs current and efficient in real-world applications.
Vision-Language Models as a Source of Rewards
Building generalist agents that can accomplish many goals in rich open-ended environments is one of the research frontiers for reinforcement learning. A key limiting factor for building generalist agents with RL has been the need for a large number of reward functions for achieving different goals. We investigate the feasibility of using off-the-shelf vision-language models, or VLMs, as sources of rewards for reinforcement learning agents. We show how rewards for visual achievement of a variety of language goals can be derived from the CLIP family of models, and used to train RL agents that can achieve a variety of language goals. We showcase this approach in two distinct visual domains and present a scaling trend showing how larger VLMs lead to more accurate rewards for visual goal achievement, which in turn produces more capable RL agents.