EDBT 2026 Demo / reviewers in the wild / expert
Ryosuke Furuta
dblp:158/9646
· DBLP profile ↗
26ranked-venue papers
9as first author
15since 2021 · last 2025
0000-0003-1441-889XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 22 · 9 first-author · 11 since 2021Artificial intelligence and machine learning · 12 · 2 first-author · 9 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Generative Modeling of Shape-Dependent Self-Contact Human Poses
Takehiko Ohkawa, Shunsuke Saito, Jason M. Saragih, Fabian Prada, Shoou-I Yu, Ryosuke Furuta, Yoichi Sato 0001, Takaaki Shiratori |
ICCV | 8 |
| 2025 | SiMHand: Mining Similar Hands for Large-Scale 3D Hand Pose Pre-trainingabstractWe present a framework for pre-training of 3D hand pose estimation from in-the-wild hand images sharing with similar hand characteristics, dubbed SiMHand. Pre-training with large-scale images achieves promising results in various tasks, but prior methods for 3D hand pose pre-training have not fully utilized the potential of diverse hand images accessible from in-the-wild videos. To facilitate scalable pre-training, we first prepare an extensive pool of hand images from in-the-wild videos and design our pre-training method with contrastive learning. Specifically, we collect over 2.0M hand images from recent human-centric videos, such as 100DOH and Ego4D. To extract discriminative information from these images, we focus on the similarity of hands: pairs of non-identical samples with similar hand poses. We then propose a novel contrastive learning method that embeds similar hand pairs closer in the feature space. Our method not only learns from similar samples but also adaptively weights the contrastive learning loss based on inter-sample distance, leading to additional performance gains. Our experiments demonstrate that our method outperforms conventional contrastive learning approaches that produce positive pairs solely from a single image with data augmentation. We achieve significant improvements over the state-of-the-art method (PeCLR) in various datasets, with gains of 15% on FreiHand, 10% on DexYCB, and 4% on AssemblyHands. Our code is available at https://github.com/ut-vision/SiMHand. Nie Lin, Takehiko Ohkawa, Yifei Huang 0002, Mingfang Zhang 0002, Minjie Cai, Ryosuke Furuta, Yoichi Sato 0001 |
ICLR | 7 |
| 2025 | Exo2EgoDVC: Dense Video Captioning of Egocentric Procedural Activities Using Web Instructional Videos
Takehiko Ohkawa, Takuma Yagi, Taichi Nishimura, Ryosuke Furuta, Atsushi Hashimoto 0001, Yoshitaka Ushiku, Yoichi Sato 0001 |
WACV | 4 |
| 2025 | Learning Multiple Object States from Actions via Large Language ModelsabstractRecognizing the states of objects in a video is crucial in understanding the scene beyond actions and objects. For instance, an egg can be raw, cracked, and whisked while cooking an omelet, and these states can coexist simulta-neously (an egg can be both raw and whisked). However, most existing research assumes single object state change (e.g. uncracked → cracked), overlooking the coexisting nature of multiple object states and the influence of past states on the current state. We formulate object state recognition as a multi-label classification task that explicitly handles multiple states. We then propose to learn multiple object states from narrated videos by leveraging LLMs to generate pseudo-labels from the transcribed narrations, capturing the influence of past states. The challenge is that narrations mostly describe human actions in the video but rarely explain object states. Therefore, we use LLM's knowledge of the relationship between actions and states to derive the missing object states. We further accumulate the derived object states to consider the past state contexts to infer current object state pseudo-labels. We newly collect Multiple Object States Transition (MOST) dataset, which includes manual multi-label annotation for evaluation purposes, covering 60 object states across six object categories. Experimental results show that our model trained on LLM-generated pseudo-labels significantly outperforms strong vision-language models, demonstrating the effectiveness of our pseudo-labeling framework that considers past context via LLMs. Masatoshi Tateno, Takuma Yagi, Ryosuke Furuta, Yoichi Sato 0001 |
WACV | 3 |
| 2025 | Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person PerspectivesabstractWe present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions—including a novel “expert commentary” done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. https://ego-exo4d-data.org/ Kristen Grauman, Andrew Westbury, Lorenzo Torresani, Kris Makoto Kitani, Jitendra Malik, Triantafyllos Afouras, Kumar Ashutosh, Vijay Baiyya, Siddhant Bansal, Bikram Boote, Eugene Byrne, Zachary Chavis, Joya Chen, Fu-Jen Chu, Sean Crane, Avijit Dasgupta, Jing Dong 0002, María Escobar, Cristhian Forigua, Abrham Gebreselasie, Sanjay Haresh, Jing Huang 0020, Md Mohaiminul Islam, Suyog Dutt Jain, Rawal Khirodkar, Devansh Kukreja, Kevin J. Liang, Jia-Wei Liu, Sagnik Majumder, Yongsen Mao, Effrosyni Mavroudi, Tushar Nagarajan, Francesco Ragusa, Santhosh K. Ramakrishnan, Luigi Seminara, Arjun Somayazulu, Yale Song, Shan Su, Zihui Xue, Jinxu Zhang, Angela Castillo, Changan Chen, Xinzhu Fu, Ryosuke Furuta, Cristina González, Prince Gupta, Jiabo Hu, Yifei Huang 0002, Yiming Huang 0011, Weslie Khoo, Anush Kumar, Robert Kuo, Sach Lakhavani, Miao Liu 0007, Mi Luo, Zhengyi Luo 0002, Brighid Meredith, Austin Miller, Oluwatumininu Oguntola, Xiaqing Pan, Penny Peng, Shraman Pramanick, Merey Ramazanova, Fiona Ryan, Kiran K. Somasundaram, Chenan Song, Audrey Southerland, Masatoshi Tateno, Takuma Yagi, Mingfei Yan, Xitong Yang, Zecheng Yu, Shengxin Cindy Zha, Chen Zhao 0002, Ziwei Zhao 0003, Zhifan Zhu 0001, Jeff Zhuo, Pablo Andrés Arbeláez, Gedas Bertasius, David Crandall, Dima Damen, Jakob J. Engel, Giovanni Maria Farinella, Antonino Furnari, Bernard Ghanem, Judy Hoffman, C. V. Jawahar, Richard A. Newcombe, Hyun Soo Park, James M. Rehg, Yoichi Sato 0001, Manolis Savva, Jianbo Shi, Mike Zheng Shout, Michael Wray |
Int. J. Comput. Vis. | 47 |
| 2025 | FineBio: A Fine-Grained Video Dataset of Biological Experiments with Hierarchical AnnotationabstractAbstract In the development of science, accurate and reproducible documentation of the experimental process is crucial. Automatic recognition of the actions in experiments from videos would help experimenters by complementing the recording of experiments. Towards this goal, we propose FineBio, a new fine-grained video dataset of people performing biological experiments. The dataset consists of multi-view videos of 32 participants performing mock biological experiments with a total duration of 14.5 hours. One experiment forms a hierarchical structure, where a protocol consists of several steps, each further decomposed into a set of atomic operations. The uniqueness of biological experiments is that while they require strict adherence to steps described in each protocol, there is freedom in the order of atomic operations. We provide hierarchical annotation on protocols, steps, atomic operations, object locations, and their manipulation states, providing new challenges for structured activity understanding and hand-object interaction recognition. To find out challenges on activity understanding in biological experiments, we introduce baseline models and results on four different tasks, including (i) step segmentation, (ii) atomic operation detection (iii) object detection, and (iv) manipulated/affected object detection. Dataset and code are available from https://github.com/aistairc/FineBio . Takuma Yagi, Misaki Ohashi, Yifei Huang 0002, Ryosuke Furuta, Shungo Adachi, Totai Mitsuyama, Yoichi Sato 0001 |
Int. J. Comput. Vis. | 4 |
| 2024 | Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person PerspectivesabstractWe present Ego-Exo4D, a diverse, large-scale multi-modal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured ego-centric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is un-precedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions-including a novel “expert commentary” done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Kristen Grauman, Andrew Westbury, Lorenzo Torresani, Kris Makoto Kitani, Jitendra Malik, Triantafyllos Afouras, Kumar Ashutosh, Vijay Baiyya, Siddhant Bansal, Bikram Boote, Eugene Byrne, Zachary Chavis, Joya Chen, Fu-Jen Chu, Sean Crane, Avijit Dasgupta, Jing Dong 0002, María Escobar, Cristhian Forigua, Abrham Gebreselasie, Sanjay Haresh, Jing Huang 0020, Md Mohaiminul Islam, Suyog Dutt Jain, Rawal Khirodkar, Devansh Kukreja, Kevin J. Liang, Jia-Wei Liu, Sagnik Majumder, Yongsen Mao, Effrosyni Mavroudi, Tushar Nagarajan, Francesco Ragusa, Santhosh K. Ramakrishnan, Luigi Seminara, Arjun Somayazulu, Yale Song, Shan Su, Zihui Xue, Jinxu Zhang, Angela Castillo, Changan Chen, Xinzhu Fu, Ryosuke Furuta, Cristina González, Prince Gupta, Jiabo Hu, Yifei Huang 0002, Yiming Huang 0011, Weslie Khoo, Anush Kumar, Robert Kuo, Sach Lakhavani, Miao Liu 0007, Mi Luo, Zhengyi Luo 0002, Brighid Meredith, Austin Miller, Oluwatumininu Oguntola, Xiaqing Pan, Penny Peng, Shraman Pramanick, Merey Ramazanova, Fiona Ryan, Kiran K. Somasundaram, Chenan Song, Audrey Southerland, Masatoshi Tateno, Takuma Yagi, Mingfei Yan, Xitong Yang, Zecheng Yu, Shengxin Cindy Zha, Chen Zhao 0002, Ziwei Zhao 0003, Zhifan Zhu 0001, Jeff Zhuo, Pablo Andrés Arbeláez, Gedas Bertasius, Dima Damen, Jakob J. Engel, Giovanni Maria Farinella, Antonino Furnari, Bernard Ghanem, Judy Hoffman, C. V. Jawahar, Richard A. Newcombe, Hyun Soo Park, James M. Rehg, Yoichi Sato 0001, Manolis Savva, Jianbo Shi, Mike Zheng Shout, Michael Wray |
CVPR | 47 |
| 2024 | ActionVOS: Actions as Prompts for Video Object Segmentation
Liangyang Ouyang, Ruicong Liu, Yifei Huang 0002, Ryosuke Furuta, Yoichi Sato 0001 |
ECCV (10) | 4 |
| 2024 | Learning Gaussian Data Augmentation in Feature Space for One-shot Object Detection in Manga
Takara Taniguchi, Ryosuke Furuta |
MMAsia | 2 |
| 2024 | Simultaneous control of head pose and expressions in 3D facial keypoint-based GANabstractAbstract In this work, we present a novel method for simultaneously controlling the head pose and the facial expressions of a given input image using a 3D keypoint-based GAN. Existing methods for controlling head pose and expressions simultaneously are not suitable for real images, or they generate unnatural results because it is not trivial to capture head pose (large changes) and expressions (small changes) simultaneously. In this work, we achieve simultaneous control of head pose and facial expressions by introducing 3D facial keypoints for GAN-based facial image synthesis, unlike the existing 2D landmark-based approach. As a result, our method can handle both large variations due to different head poses and subtle variations due to changing facial expressions faithfully. Furthermore, our model takes audio input as an additional modality for further enhancing the quality of generated images. Our model was evaluated on the VoxCeleb2 dataset to demonstrate its state-of-the-art performance for both facial reenactment and facial image manipulation tasks, and our model tends not to be affected by the driving images. Tomoyuki Hatakeyama, Ryosuke Furuta, Yoichi Sato 0001 |
Multim. Tools Appl. | 2 |
| 2023 | Proposal-based Temporal Action Localization with Point-level Supervision
Yifei Huang 0002, Ryosuke Furuta, Yoichi Sato 0001 |
BMVC | 3 |
| 2023 | Fine-grained Affordance Annotation for Egocentric Hand-Object Interaction VideosabstractObject affordance is an important concept in hand-object interaction, providing information on action possibilities based on human motor capacity and objects’ physical property thus benefiting tasks such as action anticipation and robot imitation learning. However, the definition of affordance in existing datasets often: 1) mix up affordance with object functionality; 2) confuse affordance with goal-related action; and 3) ignore human motor capacity. This paper proposes an efficient annotation scheme to address these issues by combining goal-irrelevant motor actions and grasp types as affordance labels and introducing the concept of mechanical action to represent the action possibilities between two objects. We provide new annotations by applying this scheme to the EPIC-KITCHENS dataset and test our annotation with tasks such as affordance recognition, hand-object interaction hotspots prediction, and cross-domain evaluation of affordance. The results show that models trained with our annotation can distinguish affordance from other concepts, predict fine-grained interaction possibilities on objects, and generalize through different do-mains. Zecheng Yu, Yifei Huang 0002, Ryosuke Furuta, Takuma Yagi, Yusuke Goutsu, Yoichi Sato 0001 |
WACV | 3 |
| 2023 | Efficient Annotation and Learning for 3D Hand Pose Estimation: A SurveyabstractAbstract In this survey, we present a systematic review of 3D hand pose estimation from the perspective of efficient annotation and learning. 3D hand pose estimation has been an important research area owing to its potential to enable various applications, such as video understanding, AR/VR, and robotics. However, the performance of models is tied to the quality and quantity of annotated 3D hand poses. Under the status quo, acquiring such annotated 3D hand poses is challenging, e.g., due to the difficulty of 3D annotation and the presence of occlusion. To reveal this problem, we review the pros and cons of existing annotation methods classified as manual, synthetic-model-based, hand-sensor-based, and computational approaches. Additionally, we examine methods for learning 3D hand poses when annotated data are scarce, including self-supervised pretraining, semi-supervised learning, and domain adaptation. Based on the study of efficient annotation and learning, we further discuss limitations and possible future directions in this field. Takehiko Ohkawa, Ryosuke Furuta, Yoichi Sato 0001 |
Int. J. Comput. Vis. | 2 |
| 2022 | Domain Adaptive Hand Keypoint and Pixel Localization in the Wild
Takehiko Ohkawa, Yu-Jhe Li, Qichen Fu, Ryosuke Furuta, Kris Makoto Kitani, Yoichi Sato 0001 |
ECCV (9) | 4 |
| 2021 | Painting Style-Aware Manga Colorization Based On Generative Adversarial NetworksabstractJapanese comics (called manga) are traditionally created in monochrome format. In recent years, in addition to monochrome comics, full color comics, a more attractive medium, have appeared. Unfortunately, color comics require manual colorization, which incurs high labor costs. Although automatic colorization methods have been recently proposed, most of them are designed for illustrations, not for comics. Unlike illustrations, since comics are composed of many consecutive images, the painting style must be consistent. To realize consistent colorization, we propose here a semi-automatic colorization method based on generative adversarial networks (GAN); the method learns the painting style of a specific comic from small amount of training data. The proposed method takes a pair of a screen tone image and a flat colored image as input, and outputs a colorized image. Experiments show that the proposed method achieves better performance than the existing alternatives. Yugo Shimizu, Ryosuke Furuta, Delong Ouyang, Yukinobu Taniguchi, Ryota Hinami, Shonosuke Ishiwatari |
ICIP | 2 |
| 2020 | Feature Point Matching in Cross-Spectral Images with Cycle Consistency LearningabstractFeature point matching is an important problem because its applications cover a wide range of tasks in computer vision. Deep learning-based methods for learning local features have recently shown superior performance. However, it is not easy to collect the training data in these methods, especially in cross-spectral settings such as the correspondence between RGB and near-infrared images. In this paper, we propose an unsupervised learning method for general feature point matching. Because we train a convolutional neural network as a feature extractor in order to satisfy the cycle consistency of the correspondences between an input image pair, the proposed method does not require supervision and works even in cross-spectral settings. In our experiments, we apply the proposed method to stereo matching, which is a dense feature point matching problem. The experimental results, which simulate cross-spectral settings with three different settings, i.e., RGB stereo, RGB vs gray-scale, and anaglyph (red vs cyan), show that our proposed method outperforms the compared methods, which employ handcrafted features for stereo matching, by a significant margin. Ryosuke Furuta, Naoaki Noguchi, Toshihiko Yamasaki |
ICPR | 1 |
| 2020 | PixelRL: Fully Convolutional Network With Reinforcement Learning for Image ProcessingabstractThis article tackles a new problem setting: reinforcement learning with pixel-wise rewards (pixelRL) for image processing. After the introduction of the deep Q-network, deep RL has been achieving great success. However, the applications of deep reinforcement learning (RL) for image processing are still limited. Therefore, we extend deep RL to pixelRL for various image processing applications. In pixelRL, each pixel has an agent, and the agent changes the pixel value by taking an action. We also propose an effective learning method for pixelRL that significantly improves the performance by considering not only the future states of the own pixel but also those of the neighbor pixels. The proposed method can be applied to some image processing tasks that require pixel-wise manipulations, where deep RL has never been applied. Besides, it is possible to visualize what kind of operation is employed for each pixel at each iteration, which would help us understand why and how such an operation is chosen. We also believe that our technology can enhance the explainability and interpretability of the deep neural networks. In addition, because the operations executed at each pixels are visualized, we can change or modify the operations if necessary. We apply the proposed method to a variety of image processing tasks: image denoising, image restoration, local color enhancement, and saliency-driven image editing. Our experimental results demonstrate that the proposed method achieves comparable or better performance, compared with the state-of-the-art methods based on supervised learning. The source code is available on https://github.com/rfuruta/pixelRL. Ryosuke Furuta, Naoto Inoue, Toshihiko Yamasaki |
IEEE Trans. Multim. | 1 |
| 2019 | Fully Convolutional Network with Multi-Step Reinforcement Learning for Image ProcessingabstractThis paper tackles a new problem setting: reinforcement learning with pixel-wise rewards (pixelRL) for image processing. After the introduction of the deep Q-network, deep RL has been achieving great success. However, the applications of deep RL for image processing are still limited. Therefore, we extend deep RL to pixelRL for various image processing applications. In pixelRL, each pixel has an agent, and the agent changes the pixel value by taking an action. We also propose an effective learning method for pixelRL that significantly improves the performance by considering not only the future states of the own pixel but also those of the neighbor pixels. The proposed method can be applied to some image processing tasks that require pixel-wise manipulations, where deep RL has never been applied.We apply the proposed method to three image processing tasks: image denoising, image restoration, and local color enhancement. Our experimental results demonstrate that the proposed method achieves comparable or better performance, compared with the state-of-the-art methods based on supervised learning. Ryosuke Furuta, Naoto Inoue, Toshihiko Yamasaki |
AAAI | 1 |
| 2019 | Efficient and interactive spatial-semantic image retrievalabstractThis paper proposes an efficient image retrieval system. When users wish to retrieve images with semantic and spatial constraints ( e.g ., a horse is located at the center of the image, and a person is riding on the horse), it is difficult for conventional text-based retrieval systems to retrieve such images exactly. In contrast, the proposed system can consider both semantic and spatial information, because it is based on semantic segmentation using fully convolutional networks (FCN). The proposed system can accept three types of images as queries: a segmentation map sketched by the user, a natural image, or a combination of the two. The distance between the query and each image in the database is calculated based on the output probability maps from the FCN. In order to make the system efficient in terms of both the computational time and memory usage, we employ the product quantization (PQ) technique. The experimental results show that the PQ is compatible with the FCN-based image retrieval system, and that the quantization process results in little information loss. It is also shown that our method outperforms a conventional text-based search system. Ryosuke Furuta, Naoto Inoue, Toshihiko Yamasaki |
Multim. Tools Appl. | 1 |
| 2018 | Cross-Domain Weakly-Supervised Object Detection Through Progressive Domain AdaptationabstractCan we detect common objects in a variety of image domains without instance-level annotations? In this paper, we present a framework for a novel task, cross-domain weakly supervised object detection, which addresses this question. For this paper, we have access to images with instance-level annotations in a source domain (e.g., natural image) and images with image-level annotations in a target domain (e.g., watercolor). In addition, the classes to be detected in the target domain are all or a subset of those in the source domain. Starting from a fully supervised object detector, which is pre-trained on the source domain, we propose a two-step progressive domain adaptation technique by fine-tuning the detector on two types of artificially and automatically generated samples. We test our methods on our newly collected datasets containing three image domains, and achieve an improvement of approximately 5 to 20 percentage points in terms of mean average precision (mAP) compared to the best-performing baselines. Naoto Inoue, Ryosuke Furuta, Toshihiko Yamasaki, Kiyoharu Aizawa |
CVPR | 2 |
| 2018 | Efficient and Interactive Spatial-Semantic Image Retrieval
Ryosuke Furuta, Naoto Inoue, Toshihiko Yamasaki |
MMM (1) | 1 |
| 2018 | Efficiency-enhanced cost-volume filtering featuring coarse-to-fine strategyabstractCost-volume filtering (CVF) is one of the most widely used techniques for solving general multi-labeling problems based on a Markov random field (MRF). However it is inefficient when the label space size (i.e., the number of labels) is large. This paper presents a coarse-to-fine strategy for cost-volume filtering that efficiently and accurately addresses multi-labeling problems with a large label space size. Based on the observation that true labels at the same coordinates in images of different scales are highly correlated, we truncate unimportant labels for cost-volume filtering by leveraging the labeling output of lower scales. Experimental results show that our algorithm achieves much higher efficiency than the original CVF method while maintaining a comparable level of accuracy. Although we performed experiments that deal with only stereo matching and optical flow estimation, the proposed method can be employed in many other applications because of the applicability of CVF to general discrete pixel-labeling problems based on an MRF. Ryosuke Furuta, Satoshi Ikehata, Toshihiko Yamasaki, Kiyoharu Aizawa |
Multim. Tools Appl. | 1 |
| 2018 | Fast Volume Seam Carving With Multipass Dynamic ProgrammingabstractIn volume seam carving, i.e., seam carving for 3D cost volume, an optimal seam surface can be derived by graph cuts, resulting from sophisticated graph construction. To date, the graph-cut algorithm is the only solution for volume seam carving. However, it is not suitable for practical use because it incurs a heavy computational load. We propose a multipass dynamic programming (DP)-based approach for volume seam carving, which reduces computation time and memory consumption while maintaining a similar image quality as that of graph cuts. Our multipass DP scheme is achieved by conducting DP in two directions to accumulate the cost in a 3D volume and then tracing back to find the best seam. In our multipass DP, a suboptimal seam surface is created instead of a global optimal one, and it has been experimentally confirmed by more than 198 crowdsourced workers that such suboptimal seams are good enough for image processing. The proposed scheme offers two options: a continuous method that ensures the connectivity of seam surfaces and a discontinuous method that ensures the connectivity in only one direction. We applied the proposed volume seam carving method based on multipass DP to conventional video retargeting and tone mapping. These two applications are completely different; however, the volume seam carving method can be applied similarly by changing the axes of the cost volume. Even though the results obtained using our methods were similar to those obtained by graph cuts, our computation time was approximately 90 times faster that of graph cuts and the memory usage was eight times smaller than that of graph cuts. We also extend the idea of tone mapping to the contrast enhancement method based on volume seam carving. Ryosuke Furuta, Ikuko Tsubaki, Toshihiko Yamasaki |
IEEE Trans. Circuits Syst. Video Technol. | 1 |
| 2017 | Object detection refinement using Markov random field based pruning and learning based rescoringabstractContextual information such as the co-occurrence of objects and the location of objects has played an important role in object detection. We present candidate pruning and object rescoring methods that leverage contextual information and that can improve the state-of-the-art CNN-based object detection methods such as Fast R-CNN and Faster R-CNN. In our pruning method, we formulate candidate reduction as a Markov random field optimization problem. In our rescoring method, we employ a machine learning technique to reconsider the detection scores of candidate windows. We experimentally demonstrate improvements in R-CNN-based object detection methods using two datasets. Moreover, we apply our model to the structured retrieval task to show the potential applications of our model. Naoto Inoue, Ryosuke Furuta, Toshihiko Yamasaki, Kiyoharu Aizawa |
ICASSP | 2 |
| 2016 | Fast volume seam carving with multi-pass dynamic programmingabstractIn volume seam carving, seam carving for three-dimensional (3D) cost volume, an optimal seam surface can be derived by graph cuts, resulting from sophisticated graph construction. However, the graph cuts algorithm is not suitable for practical use because it incurs a heavy computational load. We propose a multi-pass dynamic programming (DP) based approach for volume seam carving that reduces computation time to 60 times faster and memory consumption to 10 times smaller than those of graph cuts, while maintaining a similar image quality as that of graph cuts. In our multi-pass DP, a suboptimal seam surface is created instead of a globally optimal one, but it has been experimentally confirmed by more than 198 crowd workers that such suboptimal seams are good enough for image processing. Ryosuke Furuta, Ikuko Tsubaki, Toshihiko Yamasaki |
ICIP | 1 |
| 2014 | Coarse-to-fine strategy for efficient cost-volume filteringabstractCost-volume filtering is one of the most widely known techniques to solve general multi-label problems, however it is problematically inefficient when the label space size is extremely large. This paper presents a coarse-to-fine strategy of the cost-volume filtering that handles efficiently and accurately multi-label problems with a large label space size. Based upon the observation that true labels at the same image coordinate of different scales are highly correlated, we truncate unimportant labels for the cost-volume filtering by leveraging the labeling output of lower scales. Experimental results show that our algorithm achieves much higher efficiency than the original cost-volume filtering while enjoying the comparable accuracy to it. Ryosuke Furuta, Satoshi Ikehata, Toshihiko Yamasaki, Kiyoharu Aizawa |
ICIP | 1 |