EDBT 2026 Demo / reviewers in the wild / expert
Peihao Chen
dblp:249/8975
· DBLP profile ↗
30ranked-venue papers
5as first author
23since 2021 · last 2026
0000-0002-6847-1621ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 24 · 3 first-author · 20 since 2021Graphics, computer vision, multimedia, augmented reality and games · 19 · 3 first-author · 12 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | NaVLA$^2$: A Vision-Language-Audio-Action Model for Multimodal Instruction NavigationabstractEmbodied navigation is a fundamental capability for intelligent agents, yet remains challenging in partially observable environments where navigation instructions can be difficult to interpret. However, existing tasks only provide unimodal instructions, which are ambiguous in complex multimodal environments with multiple similar objects, and may result in misinterpretation and navigation failure. To overcome these limitations, we introduce MINav, a novel task where the navigation path is precisely described by a multimodal instruction. The instruction provides multimodal cues, including object categories, RGB images, language descriptions, and auditory descriptions, which help the agent to disambiguate and ground objects in the environment and navigate effectively. We further construct a large-scale dataset of 43.9K navigation episodes using a two-stage pipeline that first annotates multimodal references of objects and then synthesizes diverse multimodal instructions. We find that existing methods struggle on MINav task, indicating substantial room for improvement in agents' multimodal grounding. To address this, we propose NaVLA^2, a vision-language-audio-action model that additionally integrates spatial audio and employs a CoThinkAct module to jointly generate high-level reasoning and consistent low-level actions. Experimental results demonstrate that NaVLA^2 significantly outperforms competitive baselines on MINav benchmark. We hope that our proposed MINav and NaVLA^2 will facilitate future research toward agents with stronger multimodal understanding and grounding capabilities for navigation. Jugang Fan, Peihao Chen, Jian Chen 0011, Mingkui Tan |
AAAI | 2 |
| 2026 | MoTTA: Motion-Aware Test-Time Adaptation for Temporally Consistent and Prompt-Robust Video Editing
Lujun Zhou, Peihao Chen, Xiangge Fu |
ICIC (19) | 3 |
| 2025 | 3D-Mem: 3D Scene Memory for Embodied Exploration and ReasoningabstractConstructing compact and informative 3D scene representations is essential for effective embodied exploration and reasoning, especially in complex environments over extended periods. Existing representations, such as object-centric 3D scene graphs, oversimplify spatial relationships by modeling scenes as isolated objects with restrictive textual relationships, making it difficult to address queries requiring nuanced spatial understanding. Moreover, these representations lack natural mechanisms for active exploration and memory management, hindering their application to lifelong autonomy. In this work, we propose 3DMem, a novel 3D scene memory framework for embodied agents. 3D-Mem employs informative multi-view images, termed Memory Snapshots, to capture rich visual information of explored regions. It further integrates frontier-based exploration by introducing Frontier Snapshots—glimpses of unexplored areas—enabling agents to make decisions by considering both known and potential new information. To support lifelong memory in active exploration settings, we present an incremental construction pipeline for 3D-Mem, as well as a memory retrieval technique for memory management. Experimental results on three benchmarks demonstrate that 3D-Mem significantly enhances agents’ exploration and reasoning capabilities in 3D environments, highlighting its potential for advancing applications in embodied AI. Yuncong Yang, Jiachen Zhou 0003, Peihao Chen, Yilun Du, Chuang Gan 0001 |
CVPR | 4 |
| 2025 | LSceneLLM: Enhancing Large 3D Scene Understanding Using Adaptive Visual PreferencesabstractResearch on 3D Vision-Language Models (3D-VLMs) is gaining increasing attention, which is crucial for developing embodied AI within 3D scenes, such as visual navigation and embodied question answering. Due to the high density of visual features, especially in large 3D scenes, accurately locating task-relevant visual information is challenging. Existing works attempt to segment all objects and consider their features as scene representations. However, these task-agnostic object features include much redundant information and missing details for the task-relevant area. To tackle these problems, we propose LSceneLLM, an adaptive framework that automatically identifies task-relevant areas by leveraging LLM’s visual preference for different tasks, followed by a plug-and-play scene magnifier module to capture fine-grained details in focused areas. Specifically, a dense token selector examines the attention map of LLM to identify visual preferences for the instruction input. It then magnifies fine-grained details of the focusing area. An adaptive self-attention module is leveraged to fuse the coarse-grained and selected fine-grained visual information. To comprehensively evaluate the large scene understanding ability of 3D-VLMs, we further introduce a cross-room understanding benchmark, XR-Scene, which contains a series of large scene understanding tasks including XR-QA, XR-EmbodiedPlanning, and XR-SceneCaption. Experiments show that our method surpasses existing methods on both large scene understanding and existing scene understanding benchmarks. Plunging our scene magnifier module into the existing 3D-VLMs also brings significant improvement. Code and data are available at https://github.com/Hoyyyaard/LSceneLLM Hongyan Zhi, Peihao Chen, Shuailei Ma, Tianhang Xiang, Yinjie Lei, Mingkui Tan, Chuang Gan 0001 |
CVPR | 2 |
| 2025 | Map-Guided Few-Shot Audio-Visual Acoustics ModelingabstractFew-shot audio-visual acoustics modeling seeks to synthesize the room impulse response in arbitrary locations with few-shot observations. To sufficiently exploit the provided few-shot data for accurate acoustic modeling, we present a map-guided framework by constructing acoustic-related visual semantic feature maps of the scenes. Visual features preserve semantic details related to sound and maps provide explicit structural regularities of sound propagation, which are valuable for modeling environment acoustics. We thus extract pixel-wise semantic features derived from observations and project them into a top-down map, namely the observation semantic map. This map contains the relative positional information among points and the semantic feature information associated with each point. Yet, limited information extracted by few-shot observations on the map is not sufficient for understanding and modeling the whole scene. We address the challenge by generating a scene semantic map via diffusing features and anticipating the observation semantic map. The scene semantic map then interacts with echo encoding by a transformer-based encoder-decoder to predict RIR for arbitrary speaker-listener query pairs. Extensive experiments on Matterport3D and Replica dataset verify the efficacy of our framework. Diwei Huang, Kunyang Lin, Peihao Chen |
ICASSP | 3 |
| 2025 | Enhancing User-Oriented Proactivity in Open-Domain Dialogues with Critic GuidanceabstractOpen-domain dialogue systems aim to generate natural and engaging conversations, providing significant practical value in real applications such as social robotics and personal assistants. The advent of large language models (LLMs) has greatly advanced this field by improving context understanding and conversational fluency. However, existing LLM-based dialogue systems often fall short in proactively understanding the user's chatting preferences and guiding conversations toward user-centered topics. This lack of user-oriented proactivity can lead users to feel unappreciated, reducing their satisfaction and willingness to continue the conversation in human-computer interactions. To address this issue, we propose a User-oriented Proactive Chatbot (UPC) to enhance the user-oriented proactivity. Specifically, we first construct a critic to evaluate this proactivity inspired by the LLM-as-a-judge strategy. Given the scarcity of high-quality training data, we then employ the critic to guide dialogues between the chatbot and user agents, generating a corpus with enhanced user-oriented proactivity. To ensure the diversity of the user backgrounds, we introduce the ISCO-800, a diverse user background dataset for constructing user agents. Moreover, considering the communication difficulty varies among users, we propose an iterative curriculum learning method that trains the chatbot from easy-to-communicate users to more challenging ones, thereby gradually enhancing its performance. Experiments demonstrate that our proposed training method is applicable to different LLMs, improving user-oriented proactivity and attractiveness in open-domain dialogues. Code and appendix are available at github.com/wang678/LLM-UPC. Yufeng Wang 0004, Jinwu Hu, Ziteng Huang, Kunyang Lin, Zitian Zhang, Peihao Chen, Yu Hu 0004, Qianyue Wang, Zhu Liang Yu, Bin Sun 0001, Xiaofen Xing, Mingkui Tan |
IJCAI | 6 |
| 2025 | Learning 3D Persistent Embodied World ModelsabstractThe ability to simulate the effects of future actions on the world is a crucial ability of intelligent embodied agents, enabling agents to anticipate the effects of their actions and make plans accordingly. While a large body of existing work has explored how to construct such world models using video models, they are often myopic in nature, without any memory of a scene not captured by currently observed images, preventing agents from making consistent long-horizon plans in complex environments where many parts of the scene are partially observed. We introduce a new persistent embodied world model with an explicit memory of previously generated content, enabling much more consistent long-horizon simulation. During generation time, our video diffusion model predicts RGB-D video of the future observations of the agent. This generation is then aggregated into a persistent 3D map of the environment. By conditioning the video model on this 3D spatial map, we illustrate how this enables video world models to faithfully simulate both seen and unseen parts of the world. Finally, we illustrate the efficacy of such a world model in downstream embodied applications, enabling effective planning and policy learning. Yilun Du, Yuncong Yang, Peihao Chen, Dit-Yan Yeung, Chuang Gan 0001 |
NeurIPS | 5 |
| 2025 | SKDF: A Simple Knowledge Distillation Framework for Distilling Open-Vocabulary Knowledge to Open-World Object DetectorabstractOpen World Object Detection (OWOD) is a novel computer vision task with a considerable challenge, bridging the gap between classic object detection (OD) and real-world object detection. In addition to detecting and classifying seen/known objects, OWOD algorithms are expected to localize all potential unseen/unknown objects and incrementally learn them. The large pre-trained vision-language grounding models (VLM, e.g., GLIP) have rich knowledge about the open world, but are limited by text prompts and cannot localize indescribable objects. However, there are many detection scenarios in which pre-defined language descriptions are unavailable during inference. In this paper, we attempt to specialize the VLM model for OWOD tasks by distilling its open-world knowledge into a language-agnostic detector. Surprisingly, we observe that the simple knowledge distillation approach leads to unexpected performance for unknown object detection, even with a small amount of data. Unfortunately, knowledge distillation for unknown objects severely affects the learning of detectors with conventional structures, leading to catastrophic damage to the model's ability to learn about known objects. To alleviate these problems, we propose the down-weight training strategy for knowledge distillation from vision-language model to single visual modality one. Meanwhile, we propose the cascade decoupled decoders that decouple the learning of localization and recognition to reduce the impact of category interactions of known and unknown objects on the localization learning process. Ablation experiments demonstrate that both of them are effective in mitigating the impact of open-world knowledge distillation on the learning of known objects. Additionally, to alleviate the current lack of comprehensive benchmarks for evaluating the ability of the open-world detector to detect unknown objects in the open world, we refine the benchmark for evaluating the performance of unknown object detection by augmenting annotations for unknown objects which we name"IntensiveSet$\scriptstyle\spadesuit$♠". Comprehensive experiments performed on OWOD, MS-COCO, and our proposed benchmarks demonstrate the effectiveness of our methods. Shuailei Ma, Ying Wei 0007, Enming Zhang, Peihao Chen |
IEEE Trans. Pattern Anal. Mach. Intell. | 7 |
| 2025 | Source-Free Elastic Model Adaptation for Vision-and-Language NavigationabstractVision-and-Language Navigation (VLN) requires an agent to follow given instructions to navigate. Despite the significant progress, the model trained on seen environments has a performance drop on unseen environments due to distribution shift. To improve the generalization, existing method attempts to apply test-time adaptation to VLN. However, it needs to access the training data and all testing data for updating the model before inference. The setting is not suitable for the real application because it is hard for the agent to access training data and all testing data when the agent is applied in a new environment. In this paper, we consider a more practical setting with source-free and online-inference test-time adaption. In other words, the model can only access one testing sample for test-time adaptation. In this setting, the model may suffer from catastrophic forgetting of the learned knowledge and unstable parameter update issues. To solve these challenges, we propose an elastic adaptation model (EAM) that consists of an auxiliary decision model and a sample replay mechanism. We use the online testing samples to adapt the auxiliary decision model to new environments, which cooperates with the frozen original model to make better action decisions. The sample replay mechanism stores the historical testing samples to make the adaptation process more stable. Our method is model-agnostic and is effortless to be applied to most existing methods. Experimental results show that our method achieves stable performance improvement based on three existing methods on three VLN benchmark datasets. Mingkui Tan, Peihao Chen, Hongyan Zhi, Jiajie Mai, Benjamin Rosman, Dongyu Ji, Runhao Zeng |
IEEE Trans. Multim. | 2 |
| 2025 | When to Align: Dynamic Behavior Consistency for Multiagent Systems via Intrinsic RewardsabstractIn multiagent systems, learning optimal behavior policies for individual agents remains a challenging yet crucial task. While recent research has made strides in this area, the issue of when agents should maintain consistent behaviors with one another is still not adequately addressed. This article proposes a novel approach to enable agents to autonomously decide whether their behaviors should align with those of their peers by leveraging intrinsic rewards to optimize their policies. We define behavior consistency as the divergence between the actions taken by two agents given the same observations. To encourage agents to be aware of each other's behaviors, we propose dynamic consistency-based intrinsic reward (DCIR), which guides agents in determining when to synchronize their behaviors. In addition, we introduce a dynamic scaling network (DSN) that provides learnable scaling factors at each time step, enabling agents to dynamically decide the extent of rewarding consistent behavior. Our method is evaluated on environments including Multiagent Particle, Google Research Football, and StarCraft II Micromanagement. Experimental results demonstrate its effectiveness in learning optimal policies. Kunyang Lin, Yufeng Wang 0004, Peihao Chen, Runhao Zeng, Yinjie Lei, Mingkui Tan, Chuang Gan 0001 |
IEEE Trans. Neural Networks Learn. Syst. | 3 |
| 2024 | MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D WorldabstractHuman beings possess the capability to multiply a mélange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations, and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY out-performs baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, mul-tisensory captioning, and task decomposition. Yining Hong, Zishuo Zheng, Peihao Chen, Yian Wang 0001, Chuang Gan 0001 |
CVPR | 3 |
| 2024 | RILA: Reflective and Imaginative Language Agent for Zero-Shot Semantic Audio-Visual NavigationabstractWe leverage Large Language Models (LLM) for zero-shot Semantic Audio Visual Navigation (SAVN). Existing methods utilize extensive training demonstrations for rein-forcement learning, yet achieve relatively low success rates and lack generalizability. The intermittent nature of au-ditory signals further poses additional obstacles to infer-ring the goal information. To address this challenge, we present the Reflective and Imaginative Language Agent (RILA). By employing multi-modal models to process sen-sory data, we instruct an LLM-based planner to actively ex-plore the environment. During the exploration, our agent adaptively evaluates and dismisses inaccurate perceptual descriptions. Additionally, we introduce an auxiliary LLM-based assistant to enhance global environmental compre-hension by mapping room layouts and providing strategic insights. Through comprehensive experiments and analy-sis, we show that our method outperforms relevant base-lines without training demonstrations from the environment and complementary semantic information. Zeyuan Yang 0002, Jiageng Lin, Peihao Chen, Anoop Cherian, Tim K. Marks, Jonathan Le Roux, Chuang Gan 0001 |
CVPR | 3 |
| 2024 | FlexAttention for Efficient High-Resolution Vision-Language Models
Delin Chen, Tianle Cai, Peihao Chen, Yining Hong, Zhenfang Chen, Yikang Shen, Chuang Gan 0001 |
ECCV (25) | 4 |
| 2024 | CoVLM: Composing Visual Entities and Relationships in Large Language Models Via Communicative DecodingabstractA remarkable ability of human beings resides in compositional reasoning, i.e., the capacity to make "infinite use of finite means". However, current large vision-language foundation models (VLMs) fall short of such compositional abilities due to their ``bag-of-words" behaviors and inability to construct words that correctly represent visual entities and the relations among the entities. To this end, we propose CoVLM, which can guide the LLM to explicitly compose visual entities and relationships among the text and dynamically communicate with the vision encoder and detection network to achieve vision-language communicative decoding. Specifically, we first devise a set of novel communication tokens for the LLM, for dynamic communication between the visual detection system and the language system. A communication token is generated by the LLM following a visual entity or a relation, to inform the detection network to propose regions that are relevant to the sentence generated so far. The proposed regions-of-interests (ROIs) are then fed back into the LLM for better language generation contingent on the relevant regions. The LLM is thus able to compose the visual entities and relationships through the communication tokens. The vision-to-language and language-to-vision communication are iteratively performed until the entire sentence is generated. Our framework seamlessly bridges the gap between visual perception and LLMs and outperforms previous VLMs by a large margin on compositional reasoning benchmarks (e.g., ~20% in HICO-DET mAP, ~14% in Cola top-1 accuracy, and ~3% on ARO top-1 accuracy). We also achieve state-of-the-art performances on traditional vision-language tasks such as referring expression comprehension and visual question answering. Delin Chen, Yining Hong, Zhenfang Chen, Peihao Chen, Yikang Shen, Chuang Gan 0001 |
ICLR | 5 |
| 2024 | 3D-VLA: A 3D Vision-Language-Action Generative World ModelabstractRecent vision-language-action (VLA) models rely on 2D inputs, lacking integration with the broader realm of the 3D physical world. Furthermore, they perform action prediction by learning a direct mapping from perception to action, neglecting the vast dynamics of the world and the relations between actions and dynamics. In contrast, human beings are endowed with world models that depict imagination about future scenarios to plan action accordingly. To this end, we propose 3D-VLA by introducing a new family of embodied foundation models that seamlessly link 3D perception, reasoning, and action through a generative world model. Specifically, 3D-VLA is built on top of a 3D-based large language model (LLM) and a set of action tokens is introduced to engage with the embodied environment. Furthermore, to inject generation abilities into the model, we train the embodied diffusion models and align them into the LLM for predicting the goal image and point cloud. To train our 3D-VLA, we curate a large-scale 3D embodied instruction dataset by extracting vast 3D-related information from existing robotics datasets. Our experiments on held-in datasets demonstrate that 3D-VLA significantly improves the reasoning, multimodality generation and planning capabilities in embodied environments, showcasing its potential in real-world applications. Haoyu Zhen, Xiaowen Qiu, Peihao Chen, Xin Yan 0008, Yilun Du, Yining Hong, Chuang Gan 0001 |
ICML | 3 |
| 2024 | Vesper: A Compact and Effective Pretrained Model for Speech Emotion RecognitionabstractThis paper presents a paradigm that adapts general large-scale pretrained models (PTMs) to speech emotion recognition task. Although PTMs shed new light on artificial general intelligence, they are constructed with general tasks in mind, and thus, their efficacy for specific tasks can be further improved. Additionally, employing PTMs in practical applications can be challenging due to their considerable size. Above limitations spawn another research direction, namely, optimizing large-scale PTMs for specific tasks to generate task-specific PTMs that are both compact and effective. In this paper, we focus on the speech emotion recognition task and propose an improVedemotion-specificpretrained encodercalled Vesper. Vesper is pretrained on a speech dataset based on WavLM and takes into account emotional characteristics. To enhance sensitivity to emotional information, Vesper employs an emotion-guided masking strategy to identify the regions that need masking. Subsequently, Vesper employs hierarchical and cross-layer self-supervision to improve its ability to capture acoustic and semantic representations, both of which are crucial for emotion recognition. Experimental results on the IEMOCAP, MELD, and CREMA-D datasets demonstrate that Vesper with 4 layers outperforms WavLM Base with 12 layers, and the performance of Vesper with 12 layers surpasses that of WavLM Large with 24 layers. Xiaofen Xing, Peihao Chen, Xiangmin Xu 0001 |
IEEE Trans. Affect. Comput. | 3 |
| 2023 | Masked Motion Encoding for Self-Supervised Video Representation LearningabstractHow to learn discriminative video representation from unlabeled videos is challenging but crucial for video analysis. The latest attempts seek to learn a representation model by predicting the appearance contents in the masked regions. However, simply masking and recovering appearance contents may not be sufficient to model temporal clues as the appearance contents can be easily reconstructed from a single frame. To overcome this limitation, we present Masked Motion Encoding (MME), a new pretraining paradigm that reconstructs both appearance and motion information to explore temporal clues. In MME, we focus on addressing two critical challenges to improve the representation performance: 1) how to well represent the possible long-term motion across multiple frames; and 2) how to obtain fine-grained temporal clues from sparsely sampled videos. Motivated by the fact that human is able to recognize an action by tracking objects' position changes and shape changes, we propose to reconstruct a motion trajectory that represents these two kinds of change in the masked regions. Besides, given the sparse video input, we enforce the model to reconstruct dense motion trajectories in both spatial and temporal dimensions. Pre-trained with our MME paradigm, the model is able to anticipate long-term and fine-grained motion details. Code is available at https://github.com/XinyuSun/MME. Peihao Chen, Liangwei Chen, Thomas H. Li, Mingkui Tan, Chuang Gan 0001 |
CVPR | 2 |
| 2023 | Learning Vision-and-Language Navigation from YouTube VideosabstractVision-and-language navigation (VLN) requires an embodied agent to navigate in realistic 3D environments using natural language instructions. Existing VLN methods suffer from training on small-scale environments or unreasonable path-instruction datasets, limiting the generalization to unseen environments. There are massive house tour videos on YouTube, providing abundant real navigation experiences and layout information. However, these videos have not been explored for VLN before. In this paper, we propose to learn an agent from these videos by creating a large-scale dataset which comprises reasonable path-instruction pairs from house tour videos and pre-training the agent on it. To achieve this, we have to tackle the challenges of automatically constructing path-instruction pairs and exploiting real layout knowledge from raw and unlabeled videos. To address these, we first leverage an entropy-based method to construct the nodes of a path trajectory. Then, we propose an action-aware generator for generating instructions from unlabeled trajectories. Last, we devise a trajectory judgment pretext task to encourage the agent to mine the layout knowledge. Experimental results show that our method achieves state-of-the-art performance on two popular benchmarks (R2R and REVERIE). Code is available at https://github.com/JeremyLinky/YouTube-VLN Kunyang Lin, Peihao Chen, Diwei Huang, Thomas H. Li, Mingkui Tan, Chuang Gan 0001 |
ICCV | 2 |
| 2023 | 3D-LLM: Injecting the 3D World into Large Language ModelsabstractLarge language models (LLMs) and Vision-Language Models (VLMs) have been proved to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models, and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D
grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi-view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs could better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (\textit{e.g.}, the BLEU-1 score surpasses state-of-the-art score by 9\%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs. Our model and data will be publicly available. Yining Hong, Haoyu Zhen, Peihao Chen, Shuhong Zheng, Yilun Du, Zhenfang Chen, Chuang Gan 0001 |
NeurIPS | 3 |
| 2023 | FGPrompt: Fine-grained Goal Prompting for Image-goal NavigationabstractLearning to navigate to an image-specified goal is an important but challenging task for autonomous systems like household robots. The agent is required to well understand and reason the location of the navigation goal from a picture shot in the goal position. Existing methods try to solve this problem by learning a navigation policy, which captures semantic features of the goal image and observation image independently and lastly fuses them for predicting a sequence of navigation actions. However, these methods suffer from two major limitations. 1) They may miss detailed information in the goal image, and thus fail to reason the goal location. 2) More critically, it is hard to focus on the goal-relevant regions in the observation image, because they attempt to understand observation without goal conditioning. In this paper, we aim to overcome these limitations by designing a Fine-grained Goal Prompting (\sexyname) method for image-goal navigation. In particular, we leverage fine-grained and high-resolution feature maps in the goal image as prompts to perform conditioned embedding, which preserves detailed information in the goal image and guides the observation encoder to pay attention to goal-relevant regions. Compared with existing methods on the image-goal navigation benchmark, our method brings significant performance improvement on 3 benchmark datasets (\textit{i.e.,} Gibson, MP3D, and HM3D). Especially on Gibson, we surpass the state-of-the-art success rate by 8\% with only 1/50 model size. Peihao Chen, Jugang Fan, Jian Chen 0011, Thomas H. Li, Mingkui Tan |
NeurIPS | 2 |
| 2022 | Learning Active Camera for Multi-Object NavigationabstractGetting robots to navigate to multiple objects autonomously is essential yet difficult in robot applications. One of the key challenges is how to explore environments efficiently with camera sensors only. Existing navigation methods mainly focus on fixed cameras and few attempts have been made to navigate with active cameras. As a result, the agent may take a very long time to perceive the environment due to limited camera scope. In contrast, humans typically gain a larger field of view by looking around for a better perception of the environment. How to make robots perceive the environment as efficiently as humans is a fundamental problem in robotics. In this paper, we consider navigating to multiple objects more efficiently with active cameras. Specifically, we cast moving camera to a Markov Decision Process and reformulate the active camera problem as a reinforcement learning problem. However, we have to address two new challenges: 1) how to learn a good camera policy in complex environments and 2) how to coordinate it with the navigation policy. To address these, we carefully design a reward function to encourage the agent to explore more areas by moving camera actively. Moreover, we exploit human experience to infer a rule-based camera action to guide the learning process. Last, to better coordinate two kinds of policies, the camera policy takes navigation actions into account when making camera moving decisions. Experimental results show our camera policy consistently improves the performance of multi-object navigation over four baselines on two datasets. Peihao Chen, Dongyu Ji, Kunyang Lin, Weiwen Hu, Wenbing Huang 0001, Thomas H. Li, Mingkui Tan, Chuang Gan 0001 |
NeurIPS | 1 |
| 2022 | Weakly-Supervised Multi-Granularity Map Learning for Vision-and-Language NavigationabstractWe address a practical yet challenging problem of training robot agents to navigate in an environment following a path described by some language instructions. The instructions often contain descriptions of objects in the environment. To achieve accurate and efficient navigation, it is critical to build a map that accurately represents both spatial location and the semantic information of the environment objects. However, enabling a robot to build a map that well represents the environment is extremely challenging as the environment often involves diverse objects with various attributes. In this paper, we propose a multi-granularity map, which contains both object fine-grained details (\eg, color, texture) and semantic classes, to represent objects more comprehensively. Moreover, we propose a weakly-supervised auxiliary task, which requires the agent to localize instruction-relevant objects on the map. Through this task, the agent not only learns to localize the instruction-relevant objects for navigation but also is encouraged to learn a better map representation that reveals object information. We then feed the learned map and instruction to a waypoint predictor to determine the next navigation goal. Experimental results show our method outperforms the state-of-the-art by 4.0% and 4.6% w.r.t. success rate both in seen and unseen environments, respectively on VLN-CE dataset. The code is available at https://github.com/PeihaoChen/WS-MGMap. Peihao Chen, Dongyu Ji, Kunyang Lin, Runhao Zeng, Thomas H. Li, Mingkui Tan, Chuang Gan 0001 |
NeurIPS | 1 |
| 2021 | RSPNet: Relative Speed Perception for Unsupervised Video Representation LearningabstractWe study unsupervised video representation learning that seeks to learn both motion and appearance features from unlabeled video only, which can be reused for downstream tasks such as action recognition. This task, however, is extremely challenging due to 1) the highly complex spatial-temporal information in videos and 2) the lack of labeled data for training. Unlike representation learning for static images, it is difficult to construct a suitable self-supervised task to effectively model both motion and appearance features. More recently, several attempts have been made to learn video representation through video playback speed prediction. However, it is non-trivial to obtain precise speed labels for the videos. More critically, the learned models may tend to focus on motion patterns and thus may not learn appearance features well. In this paper, we observe that the relative playback speed is more consistent with motion patterns and thus provides more effective and stable supervision for representation learning. Therefore, we propose a new way to perceive the playback speed and exploit the relative speed between two video clips as labels. In this way, we are able to effectively perceive speed and learn better motion features. Moreover, to ensure the learning of appearance features, we further propose an appearance-focused task, where we enforce the model to perceive the appearance difference between two video clips. We show that jointly optimizing the two tasks consistently improves the performance on two downstream tasks (namely, action recognition and video retrieval) w.r.t the increasing pre-training epochs. Remarkably, for action recognition on the UCF101 dataset, we achieve 93.7% accuracy without the use of labeled data for pre-training, which outperforms the ImageNet supervised pre-trained model. Our code, pre-trained models, and supplementary materials can be found at https://github.com/PeihaoChen/RSPNet. Peihao Chen, Deng Huang, Dongliang He, Xiang Long, Runhao Zeng, Shilei Wen, Mingkui Tan, Chuang Gan 0001 |
AAAI | 1 |
| 2020 | Location-Aware Graph Convolutional Networks for Video Question AnsweringabstractWe addressed the challenging task of video question answering, which requires machines to answer questions about videos in a natural language form. Previous state-of-the-art methods attempt to apply spatio-temporal attention mechanism on video frame features without explicitly modeling the location and relations among object interaction occurred in videos. However, the relations between object interaction and their location information are very critical for both action recognition and question reasoning. In this work, we propose to represent the contents in the video as a location-aware graph by incorporating the location information of an object into the graph construction. Here, each node is associated with an object represented by its appearance and location features. Based on the constructed graph, we propose to use graph convolution to infer both the category and temporal locations of an action. As the graph is built on objects, our method is able to focus on the foreground action contents for better video question answering. Lastly, we leverage an attention mechanism to combine the output of graph convolution and encoded question features for final answer reasoning. Extensive experiments demonstrate the effectiveness of the proposed methods. Specifically, our method significantly outperforms state-of-the-art methods on TGIF-QA, Youtube2Text-QA and MSVD-QA datasets. Deng Huang, Peihao Chen, Runhao Zeng, Mingkui Tan, Chuang Gan 0001 |
AAAI | 2 |
| 2020 | Dense Regression Network for Video GroundingabstractWe address the problem of video grounding from natural language queries. The key challenge in this task is that one training video might only contain a few annotated starting/ending frames that can be used as positive examples for model training. Most conventional approaches directly train a binary classifier using such imbalance data, thus achieving inferior results. The key idea of this paper is to use the distances between the frame within the ground truth and the starting (ending) frame as dense supervisions to improve the video grounding accuracy. Specifically, we design a novel dense regression network (DRN) to regress the distances from each frame to the starting (ending) frame of the video segment described by the query. We also propose a simple but effective IoU regression head module to explicitly consider the localization quality of the grounding results (i.e., the IoU between the predicted location and the ground truth). Experimental results show that our approach significantly outperforms state-of-the-arts on three datasets (i.e., Charades-STA, ActivityNet-Captions, and TACoS). Runhao Zeng, Wenbing Huang 0001, Peihao Chen, Mingkui Tan, Chuang Gan 0001 |
CVPR | 4 |
| 2020 | Foley Music: Learning to Generate Music from Videos
Chuang Gan 0001, Deng Huang, Peihao Chen, Josh Tenenbaum, Antonio Torralba 0001 |
ECCV (11) | 3 |
| 2020 | Generating Visually Aligned Sound From VideosabstractWe focus on the task of generating sound from natural videos, and the sound should be both temporally and content-wise aligned with visual signals. This task is extremely challenging because some sounds generated outside a camera can not be inferred from video content. The model may be forced to learn an incorrect mapping between visual content and these irrelevant sounds. To address this challenge, we propose a framework named REGNET. In this framework, we first extract appearance and motion features from video frames to better distinguish the object that emits sound from complex background information. We then introduce an innovative audio forwarding regularizer that directly considers the real sound as input and outputs bottlenecked sound features. Using both visual and bottlenecked sound features for sound prediction during training provides stronger supervision for the sound prediction. The audio forwarding regularizer can control the irrelevant sound component and thus prevent the model from learning an incorrect mapping between video frames and sound emitted by the object that is out of the screen. During testing, the audio forwarding regularizer is removed to ensure that REGNET can produce purely aligned sound only from visual features. Extensive evaluations based on Amazon Mechanical Turk demonstrate that our method significantly improves both temporal and contentwise alignment. Remarkably, our generated sound can fool the human with a 68.12% success rate. Code and pre-trained models are publicly available at https://github.com/PeihaoChen/regnet. Peihao Chen, Yang Zhang 0001, Mingkui Tan, Hongdong Xiao, Deng Huang, Chuang Gan 0001 |
IEEE Trans. Image Process. | 1 |
| 2020 | Relation Attention for Temporal Action LocalizationabstractTemporal action localization aims to accurately localize and recognize all possible action instances from an untrimmed video automatically. Most existing methods perform this task by first generating a set of proposals and then recognizing each independently. However, due to the complex structures and large content variations in action instances, recognizing them individually can be difficult. Fortunately, some proposals often share information regarding one specific action. Such information, which is ignored in existing methods, can be used to boost recognition performance. In this paper, we propose a novel mechanism, called relation attention, to exploit informative relations among proposals based on their appearance or optical flow features. Specifically, we propose a relation attention module to enhance representation power by capturing useful information from other proposals. This module does not change the dimensions of the original input and output and does not rely on any specific proposal generation methods or feature extraction backbone networks. Experimental results show that the proposed relation attention mechanism improves performance significantly on both Thumos14 and ActivityNet1.3 datasets compared to existing architectures. For example, relying on Structured Segment Networks (SSN), the proposed relation attention module helps to increase the mAP from 41.4 to 43.7 on the Thumos14 dataset and outperforms the state-of-the-art results. Peihao Chen, Chuang Gan 0001, Guangyao Shen, Wenbing Huang 0001, Runhao Zeng, Mingkui Tan |
IEEE Trans. Multim. | 1 |
| 2019 | Self-Supervised Moving Vehicle Tracking With Stereo SoundabstractHumans are able to localize objects in the environment using both visual and auditory cues, integrating information from multiple modalities into a common reference frame. We introduce a system that can leverage unlabeled audiovisual data to learn to localize objects (moving vehicles) in a visual reference frame, purely using stereo sound at inference time. Since it is labor-intensive to manually annotate the correspondences between audio and object bounding boxes, we achieve this goal by using the co-occurrence of visual and audio streams in unlabeled videos as a form of self-supervision, without resorting to the collection of ground truth annotations. In particular, we propose a framework that consists of a vision ``teacher'' network and a stereo-sound ``student'' network. During training, knowledge embodied in a well-established visual vehicle detection model is transferred to the audio domain using unlabeled videos as a bridge. At test time, the stereo-sound student network can work independently to perform object localization using just stereo audio and camera meta-data, without any visual input. Experimental results on a newly collected Auditory Vehicles Tracking dataset verify that our proposed approach outperforms several baseline approaches. We also demonstrate that our cross-modal auditory localization approach can assist in the visual localization of moving vehicles under poor lighting conditions. Chuang Gan 0001, Hang Zhao 0021, Peihao Chen, David D. Cox, Antonio Torralba 0001 |
ICCV | 3 |
| 2019 | Breaking Winner-Takes-All: Iterative-Winners-Out Networks for Weakly Supervised Temporal Action LocalizationabstractWe address the challenging problem of weakly supervised temporal action localization from unconstrained web videos, where only the video-level action labels are available during training. Inspired by the adversarial erasing strategy in weakly supervised semantic segmentation, we propose a novel iterative-winners-out network. Specifically, we make two technical contributions: we propose an iterative training strategy, namely, winners-out, to select the most discriminative action instances in each training iteration and remove them in the next training iteration. This iterative process alleviates the "winner-takes-all" phenomenon that existing approaches tend to choose the video segments that strongly correspond to the video label but neglects other less discriminative video segments. With this strategy, our network is able to localize not only the most discriminative instances but also the less discriminative ones. To better select the target action instances in winners-out, we devise a class-discriminative localization technique. By employing the attention mechanism and the information learned from data, our technique is able to identify the most discriminative action instances effectively. The two key components are integrated into an end-to-end network to localize actions without using the frame-level annotations. Extensive experimental results demonstrate that our method outperforms the state-of-the-art weakly supervised approaches on ActivityNet1.3 and improves mAP from 16.9% to 20.5% on THUMOS14. Notably, even with weak video-level supervision, our method attains comparable accuracy to those employing frame-level supervisions. Runhao Zeng, Chuang Gan 0001, Peihao Chen, Wenbing Huang 0001, Qingyao Wu, Mingkui Tan |
IEEE Trans. Image Process. | 3 |