EDBT 2026 Demo / reviewers in the wild / expert
Changan Chen
dblp:227/2470
· DBLP profile ↗
32ranked-venue papers
15as first author
27since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 26 · 14 first-author · 21 since 2021Graphics, computer vision, multimedia, augmented reality and games · 20 · 10 first-author · 17 since 2021Systems, architecture and hardware · 4 · 3 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SocialGen: Modeling Multi-Human Social Interaction with Language ModelsabstractHuman interactions in everyday life are inherently social, involving engagements with diverse individuals across various contexts. Modeling these social interactions is fundamental to a wide range of real-world applications. In this paper, we introduce SocialGen, the first unified motionlanguage model capable of modeling interaction behaviors among varying numbers of individuals, to address this crucial yet challenging problem. Unlike prior methods that are limited to two-person interactions, we propose a novel social motion representation that supports tokenizing the motions of an arbitrary number of individuals and aligning them with the language space. This alignment enables the model to leverage rich, pretrained linguistic knowledge to better understand and reason about human social behaviors. To tackle the challenges of data scarcity, we curate a comprehensive multi-human interaction dataset, SocialX, enriched with textual annotations. Leveraging this dataset, we establish the first comprehensive benchmark for multihuman interaction tasks. Our method achieves state-of-theart performance across motion-language tasks, setting a new standard for multi-human interaction modeling. Our dataset and source code will be made publicly available. Juze Zhang, Changan Chen, Tiange Xiang, Yusu Fang, Juan Carlos Niebles, Ehsan Adeli-Mosabbeb |
3DV | 3 |
| 2026 | Sample-efficient Audio-Visual Learning of Scene AcousticsabstractAbstract An environment acoustic model represents how sound is transformed by the physical characteristics of an indoor environment, for any given source/receiver location. Whereas traditional methods for constructing such models assume dense geometry and/or sound measurements throughout the environment, we explore how to infer room impulse responses (RIRs) based on a sparse set of images and echoes observed in the space, as well as how to choose where to collect these audio-visual observations. Towards that goal, we first introduce a transformer-based method that uses self-attention to build a rich acoustic context, then infers the RIRs of arbitrary query source-receiver locations through cross-attention. Then, motivated by real-world physical constraints in collecting these observations, we further introduce active acoustic sampling , a new task in which a mobile agent jointly constructs the environment acoustic model and spatial occupancy map on-the-fly from sparse audio-visual observations. We train a reinforcement learning (RL) policy that guides agent navigation toward optimal acoustic data sampling positions, rewarding information gain for the full environment model. Evaluating on diverse unseen 3D indoor environments, our method outperforms the state-of-the-art and—in a major departure from traditional methods—generalizes to novel environments in a few-shot manner. Furthermore, when augmented with our active sampling policy, it successfully guides an embodied agent to acoustically informative positions given real-world exploration constraints, outperforming both traditional navigation agents and prior acoustic rendering methods. Project: http://vision.cs.utexas.edu/projects/fewShot-RIR . Arjun Somayazulu, Sagnik Majumder, Changan Chen, Ziad Al-Halah, Kristen Grauman |
Int. J. Comput. Vis. | 3 |
| 2025 | Self-Supervised Cross-View Correspondence with Predictive Cycle ConsistencyabstractLearning self-supervised visual correspondence is a long-studied task fundamental to visual understanding and human perception. However, existing correspondence methods largely focus on small image transformations, such as object tracking in high-framerate videos or learning pixel-to-pixel mappings between images with high view overlap. This severely limits their application in dynamic multi-view settings such as robot imitation learning. In this work, we introduce Predictive Cycle Consistency for learning object correspondence between extremely disjoint views of a scene without paired segmentation data. Our technique bootstraps object correspondence pseudolabels from raw image segmentations using conditional grayscale colorization and a cycle-consistency refinement prior. We then train deep ViTs on these pseudolabels, which we use to generate higher-quality pseudolabels and iteratively train better correspondence models. We demonstrate the performance of our method under both extreme in-the-wild camera view changes and across large temporal gaps in video. Our approach beats all prior supervised and prior SoTA self-supervised correspondence models on the EgoExo4D correspondence benchmark (+6.7 IoU Exo Query) and the prior SoTA self-supervised methods SiamMAE and DINO V1&V2 on the DAVIS-2017 and LVOS datasets across large frame gaps. Code at https://github.com/AlanBaade/PredictiveCycleConsistency Alan Baade, Changan Chen |
CVPR | 2 |
| 2025 | The Language of Motion: Unifying Verbal and Non-verbal Language of 3D Human MotionabstractHuman communication is inherently multimodal, involving a combination of verbal and non-verbal cues such as speech, facial expressions, and body gestures. Modeling these behaviors is essential for understanding human interaction and for creating virtual characters that can communicate naturally in applications like games, films, and virtual reality. However, existing motion generation models are typically limited to specific input modalities-either speech, text, or motion data-and cannot fully leverage the diversity of available data. In this paper, we propose a novel framework that unifies verbal and non-verbal language using multimodal language models for human motion understanding and generation. This model is flexible in taking text, speech, and motion or any combination of them as input. Coupled with our novel pre-training strategy, our model not only achieves state-of-the-art performance on co-speech gesture generation but also requires much less data for training. Our model also unlocks an array of novel tasks such as editable gesture generation and emotion prediction from motion. We believe unifying the verbal and non-verbal language of human motion is essential for real-world applications, and language models offer a powerful approach to achieving this goal. Project page: languageofmotion.github.io. Changan Chen, Juze Zhang, Shrinidhi K. Lakshmikanth, Yusu Fang, Ruizhi Shao, Gordon Wetzstein, Li Fei-Fei 0001, Ehsan Adeli-Mosabbeb |
CVPR | 1 |
| 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. | 45 |
| 2025 | Interspatial Attention for Efficient 4D Human Video GenerationabstractGenerating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)-based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/. Ruizhi Shao, Yinghao Xu 0001, Yujun Shen, Ceyuan Yang, Changan Chen, Yebin Liu, Gordon Wetzstein |
ACM Trans. Graph. | 6 |
| 2024 | SoundingActions: Learning How Actions Sound from Narrated Egocentric VideosabstractWe propose a novel self-supervised embedding to learn how actions sound from narrated in-the-wild egocentric videos. Whereas existing methods rely on curated data with known audio-visual correspondence, our multimodal contrastive-consensus coding (M C3) embedding reinforces the associations between audio, language, and vision when all modality pairs agree, while diminishing those associations when anyone pair does not. We show our approach can successfully discover how the long tail of human actions sound from egocentric video, outperforming an array of recent multimodal embedding techniques on two datasets (Eg04D and EPIC-Sounds) and multiple cross-modal tasks. Changan Chen, Kumar Ashutosh, Rohit Girdhar, David F. Harwath, Kristen Grauman |
CVPR | 1 |
| 2024 | F3Loc: Fusion and Filtering for Floorplan LocalizationabstractIn this paper we propose an efficient data-driven solution to self-localization within a floorplan. Floorplan data is readily available, long-term persistent and inherently robust to changes in the visual appearance. Our method does not require retraining per map and location or demand a large database of images of the area of interest. We propose a novel probabilistic model consisting of an observation and a novel temporal filtering module. Operating internally with an efficient ray-based representation, the observation module consists of a single and a multiview module to predict horizontal depth from images and fuses their results to benefit from advantages offered by either methodology. Our method operates on conventional consumer hardware and overcomes a common limitation of competing methods [16], [17], [20], [28] that often demand upright images. Our full system meets real-time requirements, while outperforming the state-of-the-art [20], [28] by a significant margin. Changan Chen, Christoph Vogel, Marc Pollefeys |
CVPR | 1 |
| 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 | 45 |
| 2024 | Action2Sound: Ambient-Aware Generation of Action Sounds from Egocentric Videos
Changan Chen, Puyuan Peng, Ami Baid, Zihui Xue, Wei-Ning Hsu, David F. Harwath, Kristen Grauman |
ECCV (70) | 1 |
| 2024 | Sim2Real Transfer for Audio-Visual Navigation with Frequency-Adaptive Acoustic Field PredictionabstractSim2real transfer has received increasing attention lately due to its success in transferring robotic policies learned in simulation to the real world. While significant progress has been made in transferring vision-based navigation policies, the current sim2real strategy for audio-visual navigation remains limited to basic data augmentation. Sound differs from light in that it spans across much wider frequencies and thus requires a different solution for sim2real. To understand how the acoustic sim2real gap varies with frequencies, we first define a novel acoustic field prediction (AFP) task that predicts the local sound pressure field. We then train frequency-specific AFP models in simulation and measure the prediction errors on collected real data. We propose a frequency-adaptive strategy that intelligently selects the best frequency band for prediction based on both the measured prior and the energy distribution of the received audio, which improves the generalization on real data. Coupled with waypoint navigation, we show the navigation policy not only improves navigation performance in simulation but also transfers successfully to real robots. This work demonstrates the potential of building autonomous agents that can see, hear, and act entirely from simulation, and transferring them to the real world. Changan Chen, Jordi Ramos, Anshul Tomar, Kristen Grauman |
IROS | 1 |
| 2024 | ActiveRIR: Active Audio-Visual Exploration for Acoustic Environment ModelingabstractAn environment acoustic model represents how sound is transformed by the physical characteristics of an indoor environment, for any given source/receiver location. Traditional methods for constructing acoustic models involve expensive and time-consuming collection of large quantities of acoustic data at dense spatial locations in the space, or rely on privileged knowledge of scene geometry to intelligently select acoustic data sampling locations. We propose active acoustic sampling, a new task for efficiently building an environment acoustic model of an unmapped environment in which a mobile agent equipped with visual and acoustic sensors jointly constructs the environment acoustic model and the occupancy map on-the-fly. We introduce ActiveRIR, a reinforcement learning (RL) policy that leverages information from audio-visual sensor streams to guide agent navigation and determine optimal acoustic data sampling positions, yielding a high quality acoustic model of the environment from a minimal set of acoustic samples. We train our policy with a novel RL reward based on information gain in the environment acoustic model. Evaluating on diverse unseen indoor environments from a state-of-the-art acoustic simulation platform, ActiveRIR outperforms an array of methods—both traditional navigation agents based on spatial novelty and visual exploration as well as existing state-of-the-art methods. Arjun Somayazulu, Sagnik Majumder, Changan Chen, Kristen Grauman |
IROS | 3 |
| 2024 | HOI-Swap: Swapping Objects in Videos with Hand-Object Interaction AwarenessabstractWe study the problem of precisely swapping objects in videos, with a focus on those interacted with by hands, given one user-provided reference object image. Despite the great advancements that diffusion models have made in video editing recently, these models often fall short in handling the intricacies of hand-object interactions (HOI), failing to produce realistic edits---especially when object swapping results in object shape or functionality changes. To bridge this gap, we present HOI-Swap, a novel diffusion-based video editing framework trained in a self-supervised manner. Designed in two stages, the first stage focuses on object swapping in a single frame with HOI awareness; the model learns to adjust the interaction patterns, such as the hand grasp, based on changes in the object's properties. The second stage extends the single-frame edit across the entire sequence; we achieve controllable motion alignment with the original video by: (1) warping a new sequence from the stage-I edited frame based on sampled motion points and (2) conditioning video generation on the warped sequence. Comprehensive qualitative and quantitative evaluations demonstrate that HOI-Swap significantly outperforms existing methods, delivering high-quality video edits with realistic HOIs. Zihui Xue, Romy Luo, Changan Chen, Kristen Grauman |
NeurIPS | 3 |
| 2023 | Novel-View Acoustic SynthesisabstractWe introduce the novel-view acoustic synthesis (NVAS) task: given the sight and sound observed at a source view-point, can we synthesize the sound of that scene from an unseen target viewpoint? We propose a neural rendering approach: Visually-Guided Acoustic Synthesis (ViGAS) network that learns to synthesize the sound of an arbitrary point in space by analyzing the input audio-visual cues. To benchmark this task, we collect two first-of-their-kind large-scale multi-view audio-visual datasets, one synthetic and one real. We show that our model successfully reasons about the spatial cues and synthesizes faithful audio on both datasets. To our knowledge, this work represents the very first formulation, dataset, and approach to solve the novel-view acoustic synthesis task, which has exciting potential applications ranging from AR/VR to art and design. Unlocked by this work, we believe that the future of novel-view synthesis is in multi-modal learning from videos. Changan Chen, Alexander Richard, Roman Shapovalov, Vamsi K. Ithapu, Natalia Neverova, Kristen Grauman, Andrea Vedaldi |
CVPR | 1 |
| 2023 | Learning Audio-Visual DereverberationabstractReverberation not only degrades the quality of speech for human perception, but also severely impacts the accuracy of automatic speech recognition. Prior work attempts to remove reverberation based on the audio modality only. Our idea is to learn to dereverberate speech from audio-visual observations. The visual environment surrounding a human speaker reveals important cues about the room geometry, materials, and speaker location, all of which influence the precise reverberation effects. We introduce Visually-Informed Dereverberation of Audio (VIDA), an end-to-end approach that learns to remove reverberation based on both the observed monaural sound and visual scene. In support of this new task, we develop a large-scale dataset SoundSpaces-Speech that uses realistic acoustic renderings of speech in real-world 3D scans of homes offering a variety of room acoustics. Demonstrating our approach on both simulated and real imagery for speech enhancement, speech recognition, and speaker identification, we show it achieves state-of-the-art performance and substantially improves over audio-only methods. Changan Chen, David F. Harwath, Kristen Grauman |
ICASSP | 1 |
| 2023 | Overview of the L3DAS23 Challenge on Audio-Visual Extended RealityabstractThe primary goal of the L3DAS23 Signal Processing Grand Challenge at ICASSP 2023 is to promote and support collaborative research on machine learning for 3D audio signal processing, with a specific emphasis on 3D speech enhancement and 3D Sound Event Localization and Detection in Extended Reality applications. As part of our latest competition, we provide a brand-new dataset, which maintains the same general characteristics of the L3DAS21 and L3DAS22 datasets, but with first-order Ambisonics recordings from multiple reverberant simulated environments. Moreover, we start exploring an audio-visual scenario by providing images of these environments, as perceived by the different microphone positions and orientations. We also propose updated baseline models for both tasks that can now support audio-image couples as input and a supporting API to replicate our results. Finally, we present the results of the participants. Further details about the challenge are available at www.l3das.com/icassp2023. Christian Marinoni, Riccardo F. Gramaccioni, Changan Chen, Aurelio Uncini, Danilo Comminiello |
ICASSP | 3 |
| 2023 | Replay: Multi-modal Multi-view Acted Videos for Casual HolographyabstractWe introduce Replay, a collection of multi-view, multi-modal videos of humans interacting socially. Each scene is filmed in high production quality, from different view-points with several static cameras, as well as wearable action cameras, and recorded with a large array of microphones at different positions in the room. Overall, the dataset contains over 4000 minutes of footage and over 7 million timestamped high-resolution frames annotated with camera poses and partially with foreground masks. The Replay dataset has many potential applications, such as novel-view synthesis, 3D reconstruction, novel-view acoustic synthesis, human body and face analysis, and training generative models. We provide a benchmark for training and evaluating novel-view synthesis, with two scenarios of different difficulty. Finally, we evaluate several baseline state-of-the-art methods on the new benchmark. Roman Shapovalov, Yanir Kleiman, Ignacio Rocco, David Novotný, Andrea Vedaldi, Changan Chen, Filippos Kokkinos, Benjamin Graham, Natalia Neverova |
ICCV | 6 |
| 2023 | Measuring Acoustics with Collaborative Multiple AgentsabstractAs humans, we hear sound every second of our life. The sound we hear is often affected by the acoustics of the environment surrounding us. For example, a spacious hall leads to more reverberation. Room Impulse Responses (RIR) are commonly used to characterize environment acoustics as a function of the scene geometry, materials, and source/receiver locations. Traditionally, RIRs are measured by setting up a loudspeaker and microphone in the environment for all source/receiver locations, which is time-consuming and inefficient. We propose to let two robots measure the environment's acoustics by actively moving and emitting/receiving sweep signals. We also devise a collaborative multi-agent policy where these two robots are trained to explore the environment's acoustics while being rewarded for wide exploration and accurate prediction. We show that the robots learn to collaborate and move to explore environment acoustics while minimizing the prediction error. To the best of our knowledge, we present the very first problem formulation and solution to the task of collaborative environment acoustics measurements with multiple agents. Yinfeng Yu, Changan Chen, Le-le Cao, Fangkai Yang, Fuchun Sun 0001 |
IJCAI | 2 |
| 2023 | Self-Supervised Visual Acoustic MatchingabstractAcoustic matching aims to re-synthesize an audio clip to sound as if it were recorded in a target acoustic environment. Existing methods assume access to paired training data, where the audio is observed in both source and target environments, but this limits the diversity of training data or requires the use of simulated data or heuristics to create paired samples. We propose a self-supervised approach to visual acoustic matching where training samples include only the target scene image and audio---without acoustically mismatched source audio for reference. Our approach jointly learns to disentangle room acoustics and re-synthesize audio into the target environment, via a conditional GAN framework and a novel metric that quantifies the level of residual acoustic information in the de-biased audio. Training with either in-the-wild web data or simulated data, we demonstrate it outperforms the state-of-the-art on multiple challenging datasets and a wide variety of real-world audio and environments. Arjun Somayazulu, Changan Chen, Kristen Grauman |
NeurIPS | 2 |
| 2022 | Visual Acoustic MatchingabstractWe introduce the visual acoustic matching task, in which an audio clip is transformed to sound like it was recorded in a target environment. Given an image of the target environment and a waveform for the source audio, the goal is to re-synthesize the audio to match the target room acoustics as suggested by its visible geometry and materials. To address this novel task, we propose a cross-modal transformer model that uses audio-visual attention to inject visual properties into the audio and generate realistic audio output. In addition, we devise a self-supervised training objective that can learn acoustic matching from in-the-wild Web videos, despite their lack of acoustically mismatched audio. We demonstrate that our approach successfully translates human speech to a variety of real-world environments depicted in images, outperforming both traditional acoustic matching and more heavily supervised baselines. Changan Chen, Ruohan Gao, Paul Calamia, Kristen Grauman |
CVPR | 1 |
| 2022 | Sound Adversarial Audio-Visual Navigation
Yinfeng Yu, Wenbing Huang 0001, Fuchun Sun 0001, Changan Chen, Yikai Wang 0001 |
ICLR | 4 |
| 2022 | SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic LearningabstractWe introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from arbitrary microphone locations. Together with existing 3D visual assets, it supports an array of audio-visual research tasks, such as audio-visual navigation, mapping, source localization and separation, and acoustic matching. Compared to existing resources, SoundSpaces 2.0 has the advantages of allowing continuous spatial sampling, generalization to novel environments, and configurable microphone and material properties. To our knowledge, this is the first geometry-based acoustic simulation that offers high fidelity and realism while also being fast enough to use for embodied learning. We showcase the simulator's properties and benchmark its performance against real-world audio measurements. In addition, we demonstrate two downstream tasks---embodied navigation and far-field automatic speech recognition---and highlight sim2real performance for the latter. SoundSpaces 2.0 is publicly available to facilitate wider research for perceptual systems that can both see and hear. Changan Chen, Carl Schissler, Sanchit Garg, Philip Kobernik, Alexander Clegg, Paul Calamia, Dhruv Batra, Philip W. Robinson, Kristen Grauman |
NeurIPS | 1 |
| 2022 | Few-Shot Audio-Visual Learning of Environment AcousticsabstractRoom impulse response (RIR) functions capture how the surrounding physical environment transforms the sounds heard by a listener, with implications for various applications in AR, VR, and robotics. Whereas traditional methods to estimate RIRs assume dense geometry and/or sound measurements throughout the environment, we explore how to infer RIRs based on a sparse set of images and echoes observed in the space. Towards that goal, we introduce a transformer-based method that uses self-attention to build a rich acoustic context, then predicts RIRs of arbitrary query source-receiver locations through cross-attention. Additionally, we design a novel training objective that improves the match in the acoustic signature between the RIR predictions and the targets. In experiments using a state-of-the-art audio-visual simulator for 3D environments, we demonstrate that our method successfully generates arbitrary RIRs, outperforming state-of-the-art methods and---in a major departure from traditional methods---generalizing to novel environments in a few-shot manner. Project: http://vision.cs.utexas.edu/projects/fs_rir Sagnik Majumder, Changan Chen, Ziad Al-Halah, Kristen Grauman |
NeurIPS | 2 |
| 2021 | Semantic Audio-Visual NavigationabstractRecent work on audio-visual navigation assumes a constantly-sounding target and restricts the role of audio to signaling the target’s position. We introduce semantic audio-visual navigation, where objects in the environment make sounds consistent with their semantic meaning (e.g., toilet flushing, door creaking) and acoustic events are sporadic or short in duration. We propose a transformer-based model to tackle this new semantic AudioGoal task, incorporating an inferred goal descriptor that captures both spatial and semantic properties of the target. Our model’s persistent multimodal memory enables it to reach the goal even long after the acoustic event stops. In support of the new task, we also expand the SoundSpaces audio simulations to provide semantically grounded sounds for an array of objects in Matterport3D. Our method strongly outperforms existing audio-visual navigation methods by learning to associate semantic, acoustic, and visual cues.1 Changan Chen, Ziad Al-Halah, Kristen Grauman |
CVPR | 1 |
| 2021 | Learning to Set Waypoints for Audio-Visual Navigation
Changan Chen, Sagnik Majumder, Ziad Al-Halah, Ruohan Gao, Santhosh K. Ramakrishnan, Kristen Grauman |
ICLR | 1 |
| 2021 | Learning Spatiotemporal Probabilistic Atlas of Fetal Brains with Anatomically Constrained Registration Network
Yuchen Pei, Liangjun Chen, Fenqiang Zhao, Zhengwang Wu, Tao Zhong 0002, Changan Chen, Li Wang 0026, He Zhang 0023, Lisheng Wang, Gang Li 0001 |
MICCAI (7) | 7 |
| 2021 | Confidence-Aware Cascaded Network for Fetal Brain Segmentation on MR Images
Xukun Zhang, Zhiming Cui 0001, Changan Chen, Jingjiao Lou, Wenxin Hu, He Zhang 0023, Tao Zhou 0002, Feng Shi 0001, Dinggang Shen |
MICCAI (3) | 3 |
| 2020 | SoundSpaces: Audio-Visual Navigation in 3D Environments
Changan Chen, Unnat Jain, Carl Schissler, Sebastià Vicenc Amengual Garí, Ziad Al-Halah, Vamsi K. Ithapu, Philip W. Robinson, Kristen Grauman |
ECCV (6) | 1 |
| 2020 | VisualEchoes: Spatial Image Representation Learning Through Echolocation
Ruohan Gao, Changan Chen, Ziad Al-Halah, Carl Schissler, Kristen Grauman |
ECCV (9) | 2 |
| 2020 | Relational Graph Learning for Crowd NavigationabstractWe present a relational graph learning approach for robotic crowd navigation using model-based deep reinforcement learning that plans actions by looking into the future. Our approach reasons about the relations between all agents based on their latent features and uses a Graph Convolutional Network to encode higher-order interactions in each agent's state representation, which is subsequently leveraged for state prediction and value estimation. The ability to predict human motion allows us to perform multi-step lookahead planning, taking into account the temporal evolution of human crowds. We evaluate our approach against a state-of-the-art baseline for crowd navigation and ablations of our model to demonstrate that navigation with our approach is more efficient, results in fewer collisions, and avoids failure cases involving oscillatory and freezing behaviors. Changan Chen, Sha Hu 0003, Payam Nikdel, Greg Mori, Manolis Savva |
IROS | 1 |
| 2019 | Crowd-Robot Interaction: Crowd-Aware Robot Navigation With Attention-Based Deep Reinforcement LearningabstractMobility in an effective and socially-compliant manner is an essential yet challenging task for robots operating in crowded spaces. Recent works have shown the power of deep reinforcement learning techniques to learn socially cooperative policies. However, their cooperation ability deteriorates as the crowd grows since they typically relax the problem as a one-way Human-Robot interaction problem. In this work, we want to go beyond first-order Human-Robot interaction and more explicitly model Crowd-Robot Interaction (CRI). We propose to (i) rethink pairwise interactions with a self-attention mechanism, and (ii) jointly model Human-Robot as well as Human-Human interactions in the deep reinforcement learning framework. Our model captures the Human-Human interactions occurring in dense crowds that indirectly affects the robot's anticipation capability. Our proposed attentive pooling mechanism learns the collective importance of neighboring humans with respect to their future states. Various experiments demonstrate that our model can anticipate human dynamics and navigate in crowds with time efficiency, outperforming state-of-the-art methods. Changan Chen, Yuejiang Liu, Sven Kreiss, Alexandre Alahi |
ICRA | 1 |
| 2018 | Constraint-Aware Deep Neural Network Compression
Changan Chen, Frederick Tung, Naveen Vedula, Greg Mori |
ECCV (8) | 1 |