Roozbeh Mottaghi

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65ranked-venue papers
11as first author
34since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 64 · 11 first-author · 34 since 2021Graphics, computer vision, multimedia, augmented reality and games · 42 · 8 first-author · 20 since 2021Systems, architecture and hardware · 5 · 2 first-author · 1 since 2021
YearPublicationVenuePosition
2025 PARTNR: A Benchmark for Planning and Reasoning in Embodied Multi-agent Tasks
abstract
We present a benchmark for Planning And Reasoning Tasks in humaN-Robot collaboration (PARTNR) designed to study human-robot coordination in household activities. PARTNR tasks exhibit characteristics of everyday tasks, such as spatial, temporal, and heterogeneous agent capability constraints. We employ a semi-automated task generation pipeline using Large Language Models (LLMs), incorporating simulation-in-the-loop for the grounding and verification. PARTNR stands as the largest benchmark of its kind, comprising 100,000 natural language tasks, spanning 60 houses and 5,819 unique objects. We analyze state-of-the-art LLMs on PARTNR tasks, across the axes of planning, perception and skill execution. The analysis reveals significant limitations in SoTA models, such as poor coordination and failures in task tracking and recovery from errors. When LLMs are paired with 'real' humans, they require 1.5x as many steps as two humans collaborating and 1.1x more steps than a single human, underscoring the potential for improvement in these models. We further show that fine-tuning smaller LLMs with planning data can achieve performance on par with models 9 times larger, while being 8.6x faster at inference. Overall, PARTNR highlights significant challenges facing collaborative embodied agents and aims to drive research in this direction.
Matthew Chang, Gunjan Chhablani, Alexander Clegg, Mikael Dallaire Cote, Ruta Desai, Michal Hlavac, Vladimir Karashchuk, Jacob Krantz, Roozbeh Mottaghi, Priyam Parashar, Siddharth Patki, Ishita Prasad, Xavier Puig, Akshara Rai, Ram Ramrakhya, Daniel Tran, Joanne Truong, John M. Turner, Eric Undersander, Tsung-Yen Yang
ICLR9
2024 GOAT-Bench: A Benchmark for Multi-Modal Lifelong Navigation
abstract
The Embodied AI community has made significant strides in visual navigation tasks, exploring targets from 3D coordinates, objects, language descriptions, and images. However, these navigation models often handle only a single input modality as the target. With the progress achieved so for, it is time to move towards universal navigation models capable of handling various goal types, enabling more effective user interaction with robots. To facilitate this goal, we propose GOAT-Bench, a benchmark for the universal navigation task referred to as GO to AnyThing (GOAT). In this task, the agent is directed to navigate to a sequence of targets specified by the category name, language description, or image in an open-vocabulary fashion. We benchmark monolithic RL and modular methods on the GOAT task, analyzing their performance across modalities, the role of explicit and implicit scene memories, their robustness to noise in goal specifications, and the impact of memory in lifelong scenarios.
Mukul Khanna, Ram Ramrakhya, Gunjan Chhablani, Sriram Yenamandra, Théophile Gervet, Matthew Chang, Zsolt Kira, Devendra Singh Chaplot, Dhruv Batra, Roozbeh Mottaghi
CVPR10
2024 Track2Act: Predicting Point Tracks from Internet Videos Enables Generalizable Robot Manipulation
Homanga Bharadhwaj, Roozbeh Mottaghi, Abhinav Gupta 0001, Shubham Tulsiani
ECCV (76)2
2024 Controllable Human-Object Interaction Synthesis
Jiaman Li, Alexander Clegg, Roozbeh Mottaghi, Jiajun Wu 0001, Xavier Puig, C. Karen Liu
ECCV (41)3
2024 Situated Instruction Following
So Yeon Min, Xavier Puig, Devendra Singh Chaplot, Tsung-Yen Yang, Akshara Rai, Priyam Parashar, Ruslan Salakhutdinov, Yonatan Bisk, Roozbeh Mottaghi
ECCV (61)9
2024 Habitat 3.0: A Co-Habitat for Humans, Avatars, and Robots
abstract
We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities. For more details and visualizations, visit: https://aihabitat.org/habitat3.
Xavier Puig, Eric Undersander, Andrew Szot, Mikael Dallaire Cote, Tsung-Yen Yang, Ruslan Partsey, Ruta Desai, Alexander Clegg, Michal Hlavac, So Yeon Min, Vladimir Vondrus, Théophile Gervet, Vincent-Pierre Berges, John M. Turner, Oleksandr Maksymets, Zsolt Kira, Mrinal Kalakrishnan, Jitendra Malik, Devendra Singh Chaplot, Unnat Jain, Dhruv Batra, Akshara Rai, Roozbeh Mottaghi
ICLR23
2024 Embodiment Randomization for Cross Embodiment Navigation
abstract
We present Embodiment Randomization, a simple, inexpensive, and intuitive technique for training robust behavior policies that can be transferred to multiple robot embodiments. While prior works require real-world data from multiple robots, or complex algorithmic adjustments to address the challenge of embodiment generalization, our approach leverages the power of simulation and large-scale reinforcement learning and can be easily integrated within existing policy learning methods. We show that policies trained with embodiment randomization implicitly perform system identification, enabling them to adapt to new embodiments during deployment. Our approach not only shows significant improvements in adapting to novel robot configurations, but also in generalizing from simulation to reality and contending with real-world perturbations, highlighting the potential of embodiment randomization in creating versatile and adaptable robotic navigation policies.
Pranav Putta, Gunjan Aggarwal, Roozbeh Mottaghi, Dhruv Batra, Naoki Yokoyama, Joanne Truong, Arjun Majumdar
IROS3
2024 From an Image to a Scene: Learning to Imagine the World from a Million 360° Videos
abstract
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content have shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale ODIN videos can address these limitations to provide scalable corresponding frames from diverse views. In this paper we introduce 360-1M, a 360° video dataset consisting of 1 million videos, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, ODIN, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, ODIN is able to freely generate novel views of real-world scenes. Unlike previous methods, ODIN can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Matthew Wallingford, Anand Bhattad, Aditya Kusupati, Vivek Ramanujan, Matt Deitke, Aniruddha Kembhavi, Roozbeh Mottaghi, Wei-Chiu Ma, Ali Farhadi
NeurIPS7
2023 Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second
abstract
We present Galactic, a large-scale simulation and reinforcement-learning (RL) framework for robotic mobile manipulation in indoor environments. Specifically, a Fetch robot (equipped with a mobile base, 7DoF arm, RGBD camera, egomotion, and onboard sensing) is spawned in a home environment and asked to rearrange objects - by navigating to an object, picking it up, navigating to a target location, and then placing the object at the target location. Galactic is fast. In terms of simulation speed (rendering + physics), Galactic achieves over 421,000 steps-per-second (SPS) on an 8-GPU node, which is 54x faster than Habitat 2.0 [55] (7699 SPS). More importantly, Galactic was designed to optimize the entire rendering+physics+RL interplay since any bottleneck in the interplay slows down training. In terms of simulation+RL speed (rendering + physics + inference + learning), Galactic achieves over 108,000 SPS, which 88x faster than Habitat 2.0 (1243 SPS). These massive speedups not only drastically cut the wall-clock training time of existing experiments, but also unlock an unprecedented scale of new experiments. First, Galactic can train a mobile pick skill to > 80% accuracy in under 16 minutes, a 100x speedup compared to the over 24 hours it takes to train the same skill in Habitat 2.0. Second, we use Galactic to perform the largest-scale experiment to date for rearrangement using 5B steps of experience in 46 hours, which is equivalent to 20 years of robot experience. This scaling results in a single neural network composed of task-agnostic components achieving 85% success in GeometricGoal rearrangement, compared to 0% success reported in Habitat 2.0 for the same approach. The code is available at github.com/facebookresearch/galactic.
Vincent-Pierre Berges, Andrew Szot, Devendra Singh Chaplot, Aaron Gokaslan, Roozbeh Mottaghi, Dhruv Batra, Eric Undersander
CVPR5
2023 ENTL: Embodied Navigation Trajectory Learner
abstract
We propose Embodied Navigation Trajectory Learner (ENTL), a method for extracting long sequence representations for embodied navigation. Our approach unifies world modeling, localization and imitation learning into a single sequence prediction task. We train our model using vector-quantized predictions of future states conditioned on current states and actions. ENTL’s generic architecture enables the sharing of the the spatio-temporal sequence encoder for multiple challenging embodied tasks. We achieve competitive performance on navigation tasks using significantly less data than strong baselines while performing auxiliary tasks such as localization and future frame prediction (a proxy for world modeling). A key property of our approach is that the model is pre-trained without any explicit reward signal, which makes the resulting model generalizable to multiple tasks and environments. We release the code at https://github.com/klemenkotar/ENTL
Klemen Kotar, Aaron Walsman, Roozbeh Mottaghi
ICCV3
2023 Navigating to Objects Specified by Images
abstract
Images are a convenient way to specify which particular object instance an embodied agent should navigate to. Solving this task requires semantic visual reasoning and exploration of unknown environments. We present a system that can perform this task in both simulation and the real world. Our modular method solves sub-tasks of exploration, goal instance re-identification, goal localization, and local navigation. We re-identify the goal instance in egocentric vision using feature-matching and localize the goal instance by projecting matched features to a map. Each sub-task is solved using off-the-shelf components requiring zero fine-tuning. On the HM3D InstanceImageNav benchmark, this system outperforms a baseline end-to-end RL policy 7x and a state-of-the-art ImageNav model 2.3x (56% vs . 25% success). We deploy this system to a mobile robot platform and demonstrate effective real-world performance, achieving an 88% success rate across a home and an office environment.
Jacob Krantz, Théophile Gervet, Karmesh Yadav, Austin S. Wang, Chris Paxton 0001, Roozbeh Mottaghi, Dhruv Batra, Jitendra Malik, Stefan Lee, Devendra Singh Chaplot
ICCV6
2023 UNIFIED-IO: A Unified Model for Vision, Language, and Multi-modal Tasks
Jiasen Lu, Rowan Zellers, Roozbeh Mottaghi, Aniruddha Kembhavi
ICLR4
2023 Neural Radiance Field Codebooks
Matthew Wallingford, Aditya Kusupati, Alex Fang, Vivek Ramanujan, Aniruddha Kembhavi, Roozbeh Mottaghi, Ali Farhadi
ICLR6
2023 Moving Forward by Moving Backward: Embedding Action Impact over Action Semantics
Kuo-Hao Zeng, Luca Weihs, Roozbeh Mottaghi, Ali Farhadi
ICLR3
2023 Neural Priming for Sample-Efficient Adaptation
abstract
We propose Neural Priming, a technique for adapting large pretrained models to distribution shifts and downstream tasks given few or no labeled examples. Presented with class names or unlabeled test samples, Neural Priming enables the model to recall and conditions its parameters on relevant data seen throughout pretraining, thereby priming it for the test distribution. Neural Priming can be performed at test time in even for pretraining datasets as large as LAION-2B. Performing lightweight updates on the recalled data significantly improves accuracy across a variety of distribution shift and transfer learning benchmarks. Concretely, in the zero-shot setting, we see a 2.45% improvement in accuracy on ImageNet and 3.81% accuracy improvement on average across standard transfer learning benchmarks. Further, using our test time inference scheme, we see a 1.41% accuracy improvement on ImageNetV2. These results demonstrate the effectiveness of Neural Priming in addressing the common challenge of limited labeled data and changing distributions. Code and models are open-sourced at [https://www.github.com/RAIVNLab/neural-priming](https://www.github.com/RAIVNLab/neural-priming).
Matthew Wallingford, Vivek Ramanujan, Alex Fang, Aditya Kusupati, Roozbeh Mottaghi, Aniruddha Kembhavi, Ludwig Schmidt, Ali Farhadi
NeurIPS5
2022 Multi-Modal Answer Validation for Knowledge-Based VQA
abstract
The problem of knowledge-based visual question answering involves answering questions that require external knowledge in addition to the content of the image. Such knowledge typically comes in various forms, including visual, textual, and commonsense knowledge. Using more knowledge sources increases the chance of retrieving more irrelevant or noisy facts, making it challenging to comprehend the facts and find the answer. To address this challenge, we propose Multi-modal Answer Validation using External knowledge (MAVEx), where the idea is to validate a set of promising answer candidates based on answer-specific knowledge retrieval. Instead of searching for the answer in a vast collection of often irrelevant facts as most existing approaches do, MAVEx aims to learn how to extract relevant knowledge from noisy sources, which knowledge source to trust for each answer candidate, and how to validate the candidate using that source. Our multi-modal setting is the first to leverage external visual knowledge (images searched using Google), in addition to textual knowledge in the form of Wikipedia sentences and ConceptNet concepts. Our experiments with OK-VQA, a challenging knowledge-based VQA dataset, demonstrate that MAVEx achieves new state-of-the-art results. Our code is available at https://github.com/jialinwu17/MAVEX
Jiasen Lu, Ashish Sabharwal, Roozbeh Mottaghi
AAAI4
2022 Simple but Effective: CLIP Embeddings for Embodied AI
abstract
Contrastive language image pretraining (CLIP) encoders have been shown to be beneficial for a range of visual tasks from classification and detection to captioning and image manipulation. We investigate the effectiveness of CLIP visual backbones for Embodied AI tasks. We build incredibly simple baselines, named EmbCLIP, with no task specific architectures, inductive biases (such as the use of semantic maps), auxiliary tasks during training, or depth maps-yet we find that our improved baselines perform very well across a range of tasks and simulators. EmbCLIP tops the RoboTHOR ObjectNav leader-board by a huge margin of 20 pts (Success Rate). It tops the iTHOR 1-Phase Rearrangement leaderboard, beating the next best submission, which employs Active Neural Mapping, and more than doubling the % Fixed Strict metric (0.08 to 0.17). It also beats the winners of the 2021 Habitat ObjectNav Challenge, which employ auxiliary tasks, depth maps, and human demonstrations, and those of the 2019 Habitat PointNav Challenge. We evaluate the ability of CLIP's visual representations at capturing semantic information about input observations-primitives that are useful for navigation-heavy embodied tasks- and find that CLIP's representations encode these primitives more effectively than ImageNet-pretrained backbones. Finally, we extend one of our baselines, producing an agent capable of zero-shot object navigation that can navigate to objects that were not used as targets during training. Our code and models are available at https://github.com/allenai/embodied-clip.
Apoorv Khandelwal 0001, Luca Weihs, Roozbeh Mottaghi, Aniruddha Kembhavi
CVPR3
2022 What do navigation agents learn about their environment?
abstract
Today's state of the art visual navigation agents typically consist of large deep learning models trained end to end. Such models offer little to no interpretability about the learned skills or the actions of the agent taken in response to its environment. While past works have explored interpreting deep learning models, little attention has been devoted to interpreting embodied AI systems, which often involve reasoning about the structure of the environment, target characteristics and the outcome of one's actions. In this paper, we introduce the Interpretability System for Embodied agEnts (iSEE) for Point Goal and Object Goal navigation agents. We use iSEEto probe the dynamic representations produced by these agents for the presence of information about the agent as well as the environment. We demonstrate interesting insights about navigation agents using iSEE, including the ability to encode reachable locations (to avoid obstacles), visibility of the target, progress from the initial spawn location as well as the dramatic effect on the behaviors of agents when we mask out critical individual neurons.
Kshitij Dwivedi, Gemma Roig, Aniruddha Kembhavi, Roozbeh Mottaghi
CVPR4
2022 Continuous Scene Representations for Embodied AI
abstract
We propose Continuous Scene Representations (CSR), a scene representation constructed by an embodied agent navigating within a space, where objects and their relationships are modeled by continuous valued embeddings. Our method captures feature relationships between objects, composes them into a graph structure on-the-fly, and situates an embodied agent within the representation. Our key insight is to embed pair-wise relationships between objects in a latent space. This allows for a richer representation compared to discrete relations (e.g., [SUPPORT], [NEXT-TO]) commonly used for building scene representations. CSR can track objects as the agent moves in a scene, update the representation accordingly, and detect changes in room configurations. Using CSR, we outperform state-of-the-art approaches for the challenging downstream task of visual room rearrangement, without any task specific training. Moreover, we show the learned embeddings capture salient spatial details of the scene and show applicability to real world data. A summery video and code is available at prior.allenai.org/projects/csr.
Samir Yitzhak Gadre, Kiana Ehsani, Shuran Song, Roozbeh Mottaghi
CVPR4
2022 Interactron: Embodied Adaptive Object Detection
abstract
Over the years various methods have been proposed for the problem of object detection. Recently, we have wit-nessed great strides in this domain owing to the emergence of powerful deep neural networks. However, there are typically two main assumptions common among these approaches. First, the model is trained on a fixed training set and is evaluated on a pre-recorded test set. Second, the model is kept frozen after the training phase, so no further updates are performed after the training is finished. These two assumptions limit the applicability of these methods to real-world settings. In this paper, we propose Interactron, a method for adaptive object detection in an interactive setting, where the goal is to perform object detection in images observed by an embodied agent navigating in different environments. Our idea is to continue training during inference and adapt the model at test time without any explicit supervision via interacting with the environment. Our adaptive object detection model provides a 11.8 point improvement in AP (and 19.1 points in$AP_{50}$) over DETR [5]. a recent, high-performance object detector. Moreover, we show that our object detection model adapts to environments with completely different appearance characteristics, and its performance is on par with a model trained with full supervision for those environments. The code is available at: https://github.com/allenai/interactron.
Klemen Kotar, Roozbeh Mottaghi
CVPR2
2022 Object Manipulation via Visual Target Localization
Kiana Ehsani, Ali Farhadi, Aniruddha Kembhavi, Roozbeh Mottaghi
ECCV (39)4
2022 A-OKVQA: A Benchmark for Visual Question Answering Using World Knowledge
Dustin Schwenk, Apoorv Khandelwal 0001, Kenneth Marino, Roozbeh Mottaghi
ECCV (8)5
2022 🏘️ ProcTHOR: Large-Scale Embodied AI Using Procedural Generation
abstract
Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose ProcTHOR, a framework for procedural generation of Embodied AI environments. ProcTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of ProcTHOR via a sample of 10,000 generated houses and a simple neural model. Models trained using only RGB images on ProcTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on ProcTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data.
Matt Deitke, Eli VanderBilt, Alvaro Herrasti, Luca Weihs, Kiana Ehsani, Jordi Salvador, Winson Han, Eric Kolve, Aniruddha Kembhavi, Roozbeh Mottaghi
NeurIPS10
2022 Ask4Help: Learning to Leverage an Expert for Embodied Tasks
abstract
Embodied AI agents continue to become more capable every year with the advent of new models, environments, and benchmarks, but are still far away from being performant and reliable enough to be deployed in real, user-facing, applications. In this paper, we ask: can we bridge this gap by enabling agents to ask for assistance from an expert such as a human being? To this end, we propose the Ask4Help policy that augments agents with the ability to request, and then use expert assistance. Ask4Help policies can be efficiently trained without modifying the original agent's parameters and learn a desirable trade-off between task performance and the amount of requested help, thereby reducing the cost of querying the expert. We evaluate Ask4Help on two different tasks -- object goal navigation and room rearrangement and see substantial improvements in performance using minimal help. On object navigation, an agent that achieves a $52\%$ success rate is raised to $86\%$ with $13\%$ help and for rearrangement, the state-of-the-art model with a $7\%$ success rate is dramatically improved to $90.4\%$ using $39\%$ help. Human trials with Ask4Help demonstrate the efficacy of our approach in practical scenarios.
Kunal Pratap Singh, Luca Weihs, Alvaro Herrasti, Aniruddha Kembhavi, Roozbeh Mottaghi
NeurIPS6
2021 PIGLeT: Language Grounding Through Neuro-Symbolic Interaction in a 3D World
abstract
Rowan Zellers, Ari Holtzman, Matthew Peters, Roozbeh Mottaghi, Aniruddha Kembhavi, Ali Farhadi, Yejin Choi. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021.
Rowan Zellers, Ari Holtzman, Matthew E. Peters, Roozbeh Mottaghi, Aniruddha Kembhavi, Ali Farhadi, Yejin Choi 0001
ACL/IJCNLP (1)4
2021 ManipulaTHOR: A Framework for Visual Object Manipulation
abstract
The domain of Embodied AI has recently witnessed substantial progress, particularly in navigating agents within their environments. These early successes have laid the building blocks for the community to tackle tasks that require agents to actively interact with objects in their environment. Object manipulation is an established research domain within the robotics community and poses several challenges including manipulator motion, grasping and long-horizon planning, particularly when dealing with oft-overlooked practical setups involving visually rich and complex scenes, manipulation using mobile agents (as opposed to tabletop manipulation), and generalization to unseen environments and objects. We propose a framework for object manipulation built upon the physics-enabled, visually rich AI2-THOR framework and present a new challenge to the Embodied AI community known as ArmPointNav. This task extends the popular point navigation task [2] to object manipulation and offers new challenges including 3D obstacle avoidance, manipulating objects in the presence of occlusion, and multi-object manipulation that necessitates long term planning. Popular learning paradigms that are successful on PointNav challenges show promise, but leave a large room for improvement.
Kiana Ehsani, Winson Han, Alvaro Herrasti, Eli VanderBilt, Luca Weihs, Eric Kolve, Aniruddha Kembhavi, Roozbeh Mottaghi
CVPR8
2021 Visual Room Rearrangement
abstract
There has been a significant recent progress in the field of Embodied AI with researchers developing models and algorithms enabling embodied agents to navigate and interact within completely unseen environments. In this paper, we propose a new dataset and baseline models for the task of Rearrangement. We particularly focus on the task of Room Rearrangement: an agent begins by exploring a room and recording objects’ initial configurations. We then remove the agent and change the poses and states (e.g., open/closed) of some objects in the room. The agent must restore the initial configurations of all objects in the room. Our dataset, named RoomR, includes 6,000 distinct rearrangement settings involving 72 different object types in 120 scenes. Our experiments show that solving this challenging interactive task that involves navigation and object interaction is beyond the capabilities of the current state-of-the-art techniques for embodied tasks and we are still very far from achieving perfect performance on these types of tasks.
Luca Weihs, Matt Deitke, Aniruddha Kembhavi, Roozbeh Mottaghi
CVPR4
2021 Pushing It Out of the Way: Interactive Visual Navigation
abstract
We have observed significant progress in visual navigation for embodied agents. A common assumption in studying visual navigation is that the environments are static; this is a limiting assumption. Intelligent navigation may involve interacting with the environment beyond just moving forward/backward and turning left/right. Sometimes, the best way to navigate is to push something out of the way. In this paper, we study the problem of interactive navigation where agents learn to change the environment to navigate more efficiently to their goals. To this end, we introduce the Neural Interaction Engine (NIE) to explicitly predict the change in the environment caused by the agent’s actions. By modeling the changes while planning, we find that agents exhibit significant improvements in their navigational capabilities. More specifically, we consider two downstream tasks in the physics-enabled, visually rich, AI2-THOR environment: (1) reaching a target while the path to the target is blocked (2) moving an object to a target location by pushing it. For both tasks, agents equipped with an NIE significantly outperform agents without the understanding of the effect of the actions indicating the benefits of our approach. The code and dataset are available at github.com/KuoHaoZeng/Interactive_Visual_Navigation.
Kuo-Hao Zeng, Luca Weihs, Ali Farhadi, Roozbeh Mottaghi
CVPR4
2021 RobustNav: Towards Benchmarking Robustness in Embodied Navigation
abstract
As an attempt towards assessing the robustness of embodied navigation agents, we propose RobustNav, a framework to quantify the performance of embodied navigation agents when exposed to a wide variety of visual – affecting RGB inputs – and dynamics – affecting transition dynamics – corruptions. Most recent efforts in visual navigation have typically focused on generalizing to novel target environments with similar appearance and dynamics characteristics. With RobustNav, we find that some standard embodied navigation agents significantly underperform (or fail) in the presence of visual or dynamics corruptions. We systematically analyze the kind of idiosyncrasies that emerge in the behavior of such agents when operating under corruptions. Finally, for visual corruptions in RobustNav, we show that while standard techniques to improve robustness such as data-augmentation and self-supervised adaptation offer some zero-shot resistance and improvements in navigation performance, there is still a long way to go in terms of recovering lost performance relative to clean "non-corrupt" settings, warranting more research in this direction. Our code is available at https://github.com/allenai/robustnav.
Prithvijit Chattopadhyay, Judy Hoffman, Roozbeh Mottaghi, Aniruddha Kembhavi
ICCV3
2021 Contrasting Contrastive Self-Supervised Representation Learning Pipelines
abstract
In the past few years, we have witnessed remarkable breakthroughs in self-supervised representation learning. Despite the success and adoption of representations learned through this paradigm, much is yet to be understood about how different training methods and datasets influence performance on downstream tasks. In this paper, we analyze contrastive approaches as one of the most successful and popular variants of self-supervised representation learning. We perform this analysis from the perspective of the training algorithms, pre-training datasets and end tasks. We examine over 700 training experiments including 30 encoders, 4 pre-training datasets and 20 diverse downstream tasks. Our experiments address various questions regarding the performance of self-supervised models compared to their supervised counterparts, current benchmarks used for evaluation, and the effect of the pre-training data on end task performance. Our Visual Representation Benchmark (ViRB) is available at: https://github.com/allenai/virb.
Klemen Kotar, Gabriel Ilharco, Ludwig Schmidt, Kiana Ehsani, Roozbeh Mottaghi
ICCV5
2021 Factorizing Perception and Policy for Interactive Instruction Following
abstract
Performing simple household tasks based on language directives is very natural to humans, yet it remains an open challenge for AI agents. The ‘interactive instruction following’ task attempts to make progress towards building agents that jointly navigate, interact, and reason in the environment at every step. To address the multifaceted problem, we propose a model that factorizes the task into interactive perception and action policy streams with enhanced components and name it as MOCA, a Modular Object-Centric Approach. We empirically validate that MOCA outperforms prior arts by significant margins on the ALFRED benchmark with improved generalization.
Kunal Pratap Singh, Suvaansh Bhambri, Byeonghwi Kim, Roozbeh Mottaghi
ICCV4
2021 What Can You Learn From Your Muscles? Learning Visual Representation from Human Interactions
Kiana Ehsani, Daniel Gordon, Thomas Hai Dang Nguyen, Roozbeh Mottaghi, Ali Farhadi
ICLR4
2021 Learning Generalizable Visual Representations via Interactive Gameplay
Luca Weihs, Aniruddha Kembhavi, Kiana Ehsani, Sarah M. Pratt, Winson Han, Alvaro Herrasti, Eric Kolve, Dustin Schwenk, Roozbeh Mottaghi, Ali Farhadi
ICLR9
2021 Container: Context Aggregation Networks
abstract
Convolutional neural networks (CNNs) are ubiquitous in computer vision, with a myriad of effective and efficient variations. Recently, Transformers -- originally introduced in natural language processing -- have been increasingly adopted in computer vision. While early adopters continued to employ CNN backbones, the latest networks are end-to-end CNN-free Transformer solutions. A recent surprising finding now shows that a simple MLP based solution without any traditional convolutional or Transformer components can produce effective visual representations. While CNNs, Transformers and MLP-Mixers may be considered as completely disparate architectures, we provide a unified view showing that they are in fact special cases of a more general method to aggregate spatial context in a neural network stack. We present the \model (CONText AggregatIon NEtwoRk), a general-purpose building block for multi-head context aggregation that can exploit long-range interactions \emph{a la} Transformers while still exploiting the inductive bias of the local convolution operation leading to faster convergence speeds, often seen in CNNs. Our \model architecture achieves 82.7 \% Top-1 accuracy on ImageNet using 22M parameters, +2.8 improvement compared with DeiT-Small, and can converge to 79.9 \% Top-1 accuracy in just 200 epochs. In contrast to Transformer-based methods that do not scale well to downstream tasks that rely on larger input image resolutions, our efficient network, named \modellight, can be employed in object detection and instance segmentation networks such as DETR, RetinaNet and Mask-RCNN to obtain an impressive detection mAP of 38.9, 43.8, 45.1 and mask mAP of 41.3, providing large improvements of 6.6, 7.3, 6.9 and 6.6 pts respectively, compared to a ResNet-50 backbone with a comparable compute and parameter size. Our method also achieves promising results on self-supervised learning compared to DeiT on the DINO framework. Code is released at https://github.com/allenai/container.
Peng Gao 0007, Jiasen Lu, Hongsheng Li 0001, Roozbeh Mottaghi, Aniruddha Kembhavi
NeurIPS4
2020 RoboTHOR: An Open Simulation-to-Real Embodied AI Platform
abstract
Visual recognition ecosystems (e.g. ImageNet, Pascal, COCO) have undeniably played a prevailing role in the evolution of modern computer vision. We argue that interactive and embodied visual AI has reached a stage of development similar to visual recognition prior to the advent of these ecosystems. Recently, various synthetic environments have been introduced to facilitate research in embodied AI. Notwithstanding this progress, the crucial question of how well models trained in simulation generalize to reality has remained largely unanswered. The creation of a comparable ecosystem for simulation-to-real embodied AI presents many challenges: (1) the inherently interactive nature of the problem, (2) the need for tight alignments between real and simulated worlds, (3) the difficulty of replicating physical conditions for repeatable experiments, (4) and the associated cost. In this paper, we introduce RoboTHOR to democratize research in interactive and embodied visual AI. RoboTHOR offers a framework of simulated environments paired with physical counterparts to systematically explore and overcome the challenges of simulation-to-real transfer, and a platform where researchers across the globe can remotely test their embodied models in the physical world. As a first benchmark, our experiments show there exists a significant gap between the performance of models trained in simulation when they are tested in both simulations and their carefully constructed physical analogs. We hope that RoboTHOR will spur the next stage of evolution in embodied computer vision.
Matt Deitke, Winson Han, Alvaro Herrasti, Aniruddha Kembhavi, Eric Kolve, Roozbeh Mottaghi, Jordi Salvador, Dustin Schwenk, Eli VanderBilt, Matthew Wallingford, Luca Weihs, Mark Yatskar, Ali Farhadi
CVPR6
2020 ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks
abstract
We present ALFRED (Action Learning From Realistic Environments and Directives), a benchmark for learning a mapping from natural language instructions and egocentric vision to sequences of actions for household tasks. ALFRED includes long, compositional tasks with non-reversible state changes to shrink the gap between research benchmarks and real-world applications. ALFRED consists of expert demonstrations in interactive visual environments for 25k natural language directives. These directives contain both high-level goals like “Rinse off a mug and place it in the coffee maker.” and low-level language instructions like “Walk to the coffee maker on the right.” ALFRED tasks are more complex in terms of sequence length, action space, and language than existing vision- and-language task datasets. We show that a baseline model based on recent embodied vision-and-language tasks performs poorly on ALFRED, suggesting that there is significant room for developing innovative grounded visual language understanding models with this benchmark.
Mohit Shridhar, Jesse Thomason, Daniel Gordon, Yonatan Bisk, Winson Han, Roozbeh Mottaghi, Luke Zettlemoyer, Dieter Fox
CVPR6
2020 Visual Reaction: Learning to Play Catch With Your Drone
abstract
In this paper we address the problem of visual reaction: the task of interacting with dynamic environments where the changes in the environment are not necessarily caused by the agent itself. Visual reaction entails predicting the future changes in a visual environment and planning accordingly. We study the problem of visual reaction in the context of playing catch with a drone in visually rich synthetic environments. This is a challenging problem since the agent is required to learn (1) how objects with different physical properties and shapes move, (2) what sequence of actions should be taken according to the prediction, (3) how to adjust the actions based on the visual feedback from the dynamic environment (e.g., when objects bouncing off a wall), and (4) how to reason and act with an unexpected state change in a timely manner. We propose a new dataset for this task, which includes 30K throws of 20 types of objects in different directions with different forces. Our results show that our model that integrates a forecaster with a planner outperforms a set of strong baselines that are based on tracking as well as pure model-based and model-free RL baselines. The code and dataset are available at github.com/KuoHaoZeng/Visual_Reaction.
Kuo-Hao Zeng, Roozbeh Mottaghi, Luca Weihs, Ali Farhadi
CVPR2
2020 VisualCOMET: Reasoning About the Dynamic Context of a Still Image
Chandra Bhagavatula, Roozbeh Mottaghi, Ali Farhadi, Yejin Choi 0001
ECCV (5)3
2020 Learning About Objects by Learning to Interact with Them
abstract
Much of the remarkable progress in computer vision has been focused around fully supervised learning mechanisms relying on highly curated datasets for a variety of tasks. In contrast, humans often learn about their world with little to no external supervision. Taking inspiration from infants learning from their environment through play and interaction, we present a computational framework to discover objects and learn their physical properties along this paradigm of Learning from Interaction. Our agent, when placed within the near photo-realistic and physics-enabled AI2-THOR environment, interacts with its world and learns about objects, their geometric extents and relative masses, without any external guidance. Our experiments reveal that this agent learns efficiently and effectively; not just for objects it has interacted with before, but also for novel instances from seen categories as well as novel object categories.
Martin Lohmann, Jordi Salvador, Aniruddha Kembhavi, Roozbeh Mottaghi
NeurIPS4
2019 OK-VQA: A Visual Question Answering Benchmark Requiring External Knowledge
abstract
Visual Question Answering (VQA) in its ideal form lets us study reasoning in the joint space of vision and language and serves as a proxy for the AI task of scene understanding. However, most VQA benchmarks to date are focused on questions such as simple counting, visual attributes, and object detection that do not require reasoning or knowledge beyond what is in the image. In this paper, we address the task of knowledge-based visual question answering and provide a benchmark, called OK-VQA, where the image content is not sufficient to answer the questions, encouraging methods that rely on external knowledge resources. Our new dataset includes more than 14,000 questions that require external knowledge to answer. We show that the performance of the state-of-the-art VQA models degrades drastically in this new setting. Our analysis shows that our knowledge-based VQA task is diverse, difficult, and large compared to previous knowledge-based VQA datasets. We hope that this dataset enables researchers to open up new avenues for research in this domain.
Kenneth Marino, Mohammad Rastegari, Ali Farhadi, Roozbeh Mottaghi
CVPR4
2019 Learning to Learn How to Learn: Self-Adaptive Visual Navigation Using Meta-Learning
abstract
Learning is an inherently continuous phenomenon. When humans learn a new task there is no explicit distinction between training and inference. As we learn a task, we keep learning about it while performing the task. What we learn and how we learn it varies during different stages of learning. Learning how to learn and adapt is a key property that enables us to generalize effortlessly to new settings. This is in contrast with conventional settings in machine learning where a trained model is frozen during inference. In this paper we study the problem of learning to learn at both training and test time in the context of visual navigation. A fundamental challenge in navigation is generalization to unseen scenes. In this paper we propose a self-adaptive visual navigation method (SAVN) which learns to adapt to new environments without any explicit supervision. Our solution is a meta-reinforcement learning approach where an agent learns a self-supervised interaction loss that encourages effective navigation. Our experiments, performed in the AI2-THOR framework, show major improvements in both success rate and SPL for visual navigation in novel scenes. Our code and data are available at: https://github.com/allenai/savn.
Mitchell Wortsman, Kiana Ehsani, Mohammad Rastegari, Ali Farhadi, Roozbeh Mottaghi
CVPR5
2019 Visual Semantic Navigation using Scene Priors
Wei Yang 0019, Xiaolong Wang 0004, Ali Farhadi, Abhinav Gupta 0001, Roozbeh Mottaghi
ICLR (Poster)5
2018 Who Let the Dogs Out? Modeling Dog Behavior From Visual Data
abstract
We study the task of directly modelling a visually intelligent agent. Computer vision typically focuses on solving various subtasks related to visual intelligence. We depart from this standard approach to computer vision; instead we directly model a visually intelligent agent. Our model takes visual information as input and directly predicts the actions of the agent. Toward this end we introduce DECADE, a dataset of ego-centric videos from a dog's perspective as well as her corresponding movements. Using this data we model how the dog acts and how the dog plans her movements. We show under a variety of metrics that given just visual input we can successfully model this intelligent agent in many situations. Moreover, the representation learned by our model encodes distinct information compared to representations trained on image classification, and our learned representation can generalize to other domains. In particular, we show strong results on the task of walkable surface estimation and scene classification by using this dog modelling task as representation learning.
Kiana Ehsani, Hessam Bagherinezhad, Joseph Redmon, Roozbeh Mottaghi, Ali Farhadi
CVPR4
2018 SeGAN: Segmenting and Generating the Invisible
abstract
Objects often occlude each other in scenes; Inferring their appearance beyond their visible parts plays an important role in scene understanding, depth estimation, object interaction and manipulation. In this paper, we study the challenging problem of completing the appearance of occluded objects. Doing so requires knowing which pixels to paint (segmenting the invisible parts of objects) and what color to paint them (generating the invisible parts). Our proposed novel solution, SeGAN, jointly optimizes for both segmentation and generation of the invisible parts of objects. Our experimental results show that: (a) SeGAN can learn to generate the appearance of the occluded parts of objects; (b) SeGAN outperforms state-of-the-art segmentation baselines for the invisible parts of objects; (c) trained on synthetic photo realistic images, SeGAN can reliably segment natural images; (d) by reasoning about occluder-occludee relations, our method can infer depth layering.
Kiana Ehsani, Roozbeh Mottaghi, Ali Farhadi
CVPR2
2017 See the Glass Half Full: Reasoning About Liquid Containers, Their Volume and Content
abstract
Humans have rich understanding of liquid containers and their contents; for example, we can effortlessly pour water from a pitcher to a cup. Doing so requires estimating the volume of the cup, approximating the amount of water in the pitcher, and predicting the behavior of water when we tilt the pitcher. Very little attention in computer vision has been made to liquids and their containers. In this paper, we study liquid containers and their contents, and propose methods to estimate the volume of containers, approximate the amount of liquid in them, and perform comparative volume estimations all from a single RGB image. Furthermore, we show the results of the proposed model for predicting the behavior of liquids inside containers when one tilts the containers. We also introduce a new dataset of Containers Of liQuid contEnt (COQE) that contains more than 5,000 images of 10,000 liquid containers in context labelled with volume, amount of content, bounding box annotation, and corresponding similar 3D CAD models.
Roozbeh Mottaghi, Connor Schenck, Dieter Fox, Ali Farhadi
ICCV1
2017 Visual Semantic Planning Using Deep Successor Representations
abstract
A crucial capability of real-world intelligent agents is their ability to plan a sequence of actions to achieve their goals in the visual world. In this work, we address the problem of visual semantic planning: the task of predicting a sequence of actions from visual observations that transform a dynamic environment from an initial state to a goal state. Doing so entails knowledge about objects and their affordances, as well as actions and their preconditions and effects. We propose learning these through interacting with a visual and dynamic environment. Our proposed solution involves bootstrapping reinforcement learning with imitation learning. To ensure cross task generalization, we develop a deep predictive model based on successor representations. Our experimental results show near optimal results across a wide range of tasks in the challenging THOR environment.
Yuke Zhu, Daniel Gordon, Eric Kolve, Dieter Fox, Li Fei-Fei 0001, Abhinav Gupta 0001, Roozbeh Mottaghi, Ali Farhadi
ICCV7
2017 Target-driven visual navigation in indoor scenes using deep reinforcement learning
abstract
Two less addressed issues of deep reinforcement learning are (1) lack of generalization capability to new goals, and (2) data inefficiency, i.e., the model requires several (and often costly) episodes of trial and error to converge, which makes it impractical to be applied to real-world scenarios. In this paper, we address these two issues and apply our model to target-driven visual navigation. To address the first issue, we propose an actor-critic model whose policy is a function of the goal as well as the current state, which allows better generalization. To address the second issue, we propose the AI2-THOR framework, which provides an environment with high-quality 3D scenes and a physics engine. Our framework enables agents to take actions and interact with objects. Hence, we can collect a huge number of training samples efficiently. We show that our proposed method (1) converges faster than the state-of-the-art deep reinforcement learning methods, (2) generalizes across targets and scenes, (3) generalizes to a real robot scenario with a small amount of fine-tuning (although the model is trained in simulation), (4) is end-to-end trainable and does not need feature engineering, feature matching between frames or 3D reconstruction of the environment.
Yuke Zhu, Roozbeh Mottaghi, Eric Kolve, Joseph J. Lim, Abhinav Gupta 0001, Li Fei-Fei 0001, Ali Farhadi
ICRA2
2016 Newtonian Image Understanding: Unfolding the Dynamics of Objects in Static Images
abstract
In this paper, we study the challenging problem of predicting the dynamics of objects in static images. Given a query object in an image, our goal is to provide a physical understanding of the object in terms of the forces acting upon it and its long term motion as response to those forces. Direct and explicit estimation of the forces and the motion of objects from a single image is extremely challenging. We define intermediate physical abstractions called Newtonian scenarios and introduce Newtonian Neural Network (N3) that learns to map a single image to a state in a Newtonian scenario. Our evaluations show that our method can reliably predict dynamics of a query object from a single image. In addition, our approach can provide physical reasoning that supports the predicted dynamics in terms of velocity and force vectors. To spur research in this direction we compiled Visual Newtonian Dynamics (VIND) dataset that includes more than 6000 videos aligned with Newtonian scenarios represented using game engines, and more than 4500 still images with their ground truth dynamics.
Roozbeh Mottaghi, Hessam Bagherinezhad, Mohammad Rastegari, Ali Farhadi
CVPR1
2016 A Task-Oriented Approach for Cost-Sensitive Recognition
abstract
With the recent progress in visual recognition, we have already started to see a surge of vision related real-world applications. These applications, unlike general scene understanding, are task oriented and require specific information from visual data. Considering the current growth in new sensory devices, feature designs, feature learning methods, and algorithms, the search in the space of features and models becomes combinatorial. In this paper, we propose a novel cost-sensitive task-oriented recognition method that is based on a combination of linguistic semantics and visual cues. Our task-oriented framework is able to generalize to unseen tasks for which there is no training data and outperforms state-of-the-art cost-based recognition baselines on our new task-based dataset.
Roozbeh Mottaghi, Hannaneh Hajishirzi, Ali Farhadi
CVPR1
2016 "What Happens If..." Learning to Predict the Effect of Forces in Images
Roozbeh Mottaghi, Mohammad Rastegari, Abhinav Gupta 0001, Ali Farhadi
ECCV (4)1
2016 ObjectNet3D: A Large Scale Database for 3D Object Recognition
Wonhui Kim, Jingwei Ji, Christopher B. Choy, Hao Su 0001, Roozbeh Mottaghi, Leonidas J. Guibas, Silvio Savarese
ECCV (8)7
2016 Complexity of Representation and Inference in Compositional Models with Part Sharing
abstract
This paper performs a complexity analysis of a class of serial and parallel compositional models of multiple objects and shows that they enable efficient representation and rapid inference. Compositional models are generative and represent objects in a hierarchically distributed manner in terms of parts and subparts, which are constructed recursively by part-subpart compositions. Parts are represented more coarsely at higher level of the hierarchy, so that the upper levels give coarse summary descriptions (e.g., there is a horse in the image) while the lower levels represents the details (e.g., the positions of the legs of the horse). This hierarchically distributed representation obeys the executive summary principle, meaning that a high level executive only requires a coarse summary description and can, if necessary, get more details by consulting lower level executives. The parts and subparts are organized in terms of hierarchical dictionaries which enables part sharing between different objects allowing efficient representation of many objects. The first main contribution of this paper is to show that compositional models can be mapped onto a parallel visual architecture similar to that used by bio- inspired visual models such as deep convolutional networks but more explicit in terms of representation, hence enabling part detection as well as object detection, and suitable for complexity analysis. Inference algorithms can be run on this architecture to exploit the gains caused by part sharing and executive summary. Effectively, this compositional architecture enables us to perform exact inference simultaneously over a large class of generative models of objects. The second contribution is an analysis of the complexity of compositional models in terms of computation time (for serial computers) and numbers of nodes (e.g., "neurons") for parallel computers. In particular, we compute the complexity gains by part sharing and executive summary and their dependence on how the dictionary scales with the level of the hierarchy. We explore three regimes of scaling behavior where the dictionary size (i) increases exponentially with the level of the hierarchy, (ii) is determined by an unsupervised compositional learning algorithm applied to real data, (iii) decreases exponentially with scale. This analysis shows that in some regimes the use of shared parts enables algorithms which can perform inference in time linear in the number of levels for an exponential number of objects. In other regimes part sharing has little advantage for serial computers but can enable linear processing on parallel computers.
Alan L. Yuille, Roozbeh Mottaghi
J. Mach. Learn. Res.2
2016 Human-Machine CRFs for Identifying Bottlenecks in Scene Understanding
abstract
Recent trends in image understanding have pushed for scene understanding models that jointly reason about various tasks such as object detection, scene recognition, shape analysis, contextual reasoning, and local appearance based classifiers. In this work, we are interested in understanding the roles of these different tasks in improved scene understanding, in particular semantic segmentation, object detection and scene recognition. Towards this goal, we "plug-in" human subjects for each of the various components in a conditional random field model. Comparisons among various hybrid human-machine CRFs give us indications of how much "head room" there is to improve scene understanding by focusing research efforts on various individual tasks.
Roozbeh Mottaghi, Sanja Fidler, Alan L. Yuille, Raquel Urtasun, Devi Parikh
IEEE Trans. Pattern Anal. Mach. Intell.1
2015 A coarse-to-fine model for 3D pose estimation and sub-category recognition
abstract
Despite the fact that object detection, 3D pose estimation, and sub-category recognition are highly correlated tasks, they are usually addressed independently from each other because of the huge space of parameters. To jointly model all of these tasks, we propose a coarse-to-fine hierarchical representation, where each level of the hierarchy represents objects at a different level of granularity. The hierarchical representation prevents performance loss, which is often caused by the increase in the number of parameters (as we consider more tasks to model), and the joint modeling enables resolving ambiguities that exist in independent modeling of these tasks. We augment PASCAL3D+ [34] dataset with annotations for these tasks and show that our hierarchical model is effective in joint modeling of object detection, 3D pose estimation, and sub-category recognition.
Roozbeh Mottaghi, Silvio Savarese
CVPR1
2014 Detect What You Can: Detecting and Representing Objects Using Holistic Models and Body Parts
abstract
Detecting objects becomes difficult when we need to deal with large shape deformation, occlusion and low resolution. We propose a novel approach to i) handle large deformations and partial occlusions in animals (as examples of highly deformable objects), ii) describe them in terms of body parts, and iii) detect them when their body parts are hard to detect (e.g., animals depicted at low resolution). We represent the holistic object and body parts separately and use a fully connected model to arrange templates for the holistic object and body parts. Our model automatically decouples the holistic object or body parts from the model when they are hard to detect. This enables us to represent a large number of holistic object and body part combinations to better deal with different "detectability" patterns caused by deformations, occlusion and/or low resolution. We apply our method to the six animal categories in the PASCAL VOC dataset and show that our method significantly improves state-of-the-art (by 4.1% AP) and provides a richer representation for objects. During training we use annotations for body parts (e.g., head, torso, etc.), making use of a new dataset of fully annotated object parts for PASCAL VOC 2010, which provides a mask for each part.
Xianjie Chen, Roozbeh Mottaghi, Xiaobai Liu, Sanja Fidler, Raquel Urtasun, Alan L. Yuille
CVPR2
2014 The Role of Context for Object Detection and Semantic Segmentation in the Wild
abstract
In this paper we study the role of context in existing state-of-the-art detection and segmentation approaches. Towards this goal, we label every pixel of PASCAL VOC 2010 detection challenge with a semantic category. We believe this data will provide plenty of challenges to the community, as it contains 520 additional classes for semantic segmentation and object detection. Our analysis shows that nearest neighbor based approaches perform poorly on semantic segmentation of contextual classes, showing the variability of PASCAL imagery. Furthermore, improvements of existing contextual models for detection is rather modest. In order to push forward the performance in this difficult scenario, we propose a novel deformable part-based model, which exploits both local context around each candidate detection as well as global context at the level of the scene. We show that this contextual reasoning significantly helps in detecting objects at all scales.
Roozbeh Mottaghi, Xianjie Chen, Xiaobai Liu, Nam-Gyu Cho, Seong-Whan Lee, Sanja Fidler, Raquel Urtasun, Alan L. Yuille
CVPR1
2014 Monocular Multiview Object Tracking with 3D Aspect Parts
Changkyu Song, Roozbeh Mottaghi, Silvio Savarese
ECCV (6)3
2014 Beyond PASCAL: A benchmark for 3D object detection in the wild
abstract
3D object detection and pose estimation methods have become popular in recent years since they can handle ambiguities in 2D images and also provide a richer description for objects compared to 2D object detectors. However, most of the datasets for 3D recognition are limited to a small amount of images per category or are captured in controlled environments. In this paper, we contribute PASCAL3D+ dataset, which is a novel and challenging dataset for 3D object detection and pose estimation. PASCAL3D+ augments 12 rigid categories of the PASCAL VOC 2012 [4] with 3D annotations. Furthermore, more images are added for each category from ImageNet [3]. PASCAL3D+ images exhibit much more variability compared to the existing 3D datasets, and on average there are more than 3,000 object instances per category. We believe this dataset will provide a rich testbed to study 3D detection and pose estimation and will help to significantly push forward research in this area. We provide the results of variations of DPM [6] on our new dataset for object detection and viewpoint estimation in different scenarios, which can be used as baselines for the community. Our benchmark is available online at http://cvgl.stanford.edu/projects/pascal3d.
Roozbeh Mottaghi, Silvio Savarese
WACV2
2013 Bottom-Up Segmentation for Top-Down Detection
abstract
In this paper we are interested in how semantic segmentation can help object detection. Towards this goal, we propose a novel deformable part-based model which exploits region-based segmentation algorithms that compute candidate object regions by bottom-up clustering followed by ranking of those regions. Our approach allows every detection hypothesis to select a segment (including void), and scores each box in the image using both the traditional HOG filters as well as a set of novel segmentation features. Thus our model ``blends'' between the detector and segmentation models. Since our features can be computed very efficiently given the segments, we maintain the same complexity as the original DPM. We demonstrate the effectiveness of our approach in PASCAL VOC 2010, and show that when employing only a root filter our approach outperforms Dalal & Triggs detector on all classes, achieving 13% higher average AP. When employing the parts, we outperform the original DPM in $19$ out of $20$ classes, achieving an improvement of 8% AP. Furthermore, we outperform the previous state-of-the-art on VOC 2010 test by 4%.
Sanja Fidler, Roozbeh Mottaghi, Alan L. Yuille, Raquel Urtasun
CVPR2
2013 Analyzing Semantic Segmentation Using Hybrid Human-Machine CRFs
abstract
Recent trends in semantic image segmentation have pushed for holistic scene understanding models that jointly reason about various tasks such as object detection, scene recognition, shape analysis, contextual reasoning. In this work, we are interested in understanding the roles of these different tasks in aiding semantic segmentation. Towards this goal, we "plug-in" human subjects for each of the various components in a state-of-the-art conditional random field model (CRF) on the MSRC dataset. Comparisons among various hybrid human-machine CRFs give us indications of how much "head room" there is to improve segmentation by focusing research efforts on each of the tasks. One of the interesting findings from our slew of studies was that human classification of isolated super-pixels, while being worse than current machine classifiers, provides a significant boost in performance when plugged into the CRF! Fascinated by this finding, we conducted in depth analysis of the human generated potentials. This inspired a new machine potential which significantly improves state-of-the-art performance on the MRSC dataset.
Roozbeh Mottaghi, Sanja Fidler, Raquel Urtasun, Devi Parikh
CVPR1
2012 Augmenting deformable part models with irregular-shaped object patches
abstract
The performance of part-based object detectors generally degrades for highly flexible objects. The limited topological structure of models and pre-specified part shapes are two main factors preventing these detectors from fully capturing large deformations. To better capture the deformations, we propose a novel approach to integrate the detections from a family of part-based detectors with patches of objects that have irregular shape. This integration is formulated as MAP inference in a Conditional Random Field (CRF). The energy function defined over the CRF takes into account the information provided by an object patch classifier and the object detector, and the goal is to augment the partial detections with missing patches, and also to refine the detections that include background clutter. The proposed method is evaluated on the object detection task of PASCAL VOC. Our experimental results show significant improvement over a base part-based detector (which is among the current state-of-the-art methods) especially for the deformable object classes.
Roozbeh Mottaghi
CVPR1
2009 Graph-based planning using local information for unknown outdoor environments
abstract
One of the common applications for outdoor robots is to follow a path in large scale unknown environments. This task is challenging due to the intensive memory requirements to represent the map, uncertainties in the location estimate of the robot and unknown terrain type and obstacles on the way to the goal. We develop a novel graph-based path planner that is based on only local perceptual information to plan a path in such environments. In order to extend the capabilities of the graph representation, we introduce Exploration Bias, which is a node attribute that can implicitly encode obstacle features at immediate surrounding of a node in the graph, the uncertainty of the planner about a node location and also the frequency of visiting a location. Through simulation experiments, we demonstrate that the resulting path cost and distance that the robot traverses to reach the goal location is not significantly different from those of the previous approaches.
Jinhan Lee, Roozbeh Mottaghi, Charles Pippin, Tucker R. Balch
ICRA2
2008 Place recognition-based fixed-lag smoothing for environments with unreliable GPS
abstract
Pose estimation of outdoor robots presents some distinct challenges due to the various uncertainties in the robot sensing and action. In particular, global positioning sensors of outdoor robots do not always work perfectly, causing large drift in the location estimate of the robot. To overcome this common problem, we propose a new approach for global localization using place recognition. First, we learn the location of some arbitrary key places using odometry measurements and GPS measurements only at the start and the end of the robot trajectory. In subsequent runs, when the robot perceives a key place, our fixed-lag smoother fuses odometry measurements with the relative location to the key place to improve its pose estimate. Outdoor mobile robot experiments show that place recognition measurements significantly improve the estimate of the smoother in the absence of GPS measurements.
Roozbeh Mottaghi, Michael Kaess, Ananth Ranganathan, Richard Roberts 0001, Frank Dellaert
ICRA1
2006 An Integrated Particle Filter and Potential Field Method for Cooperative Robot Target Tracking
abstract
A fundamental challenge for robotic target-tracking systems is to cope with cases in which the target is not seen for long periods of time. An additional challenge in multiple-robot systems is to coordinate robot activity to best track targets with limited visibility. We describe a novel technique that combines a particle filter target model with a potential field robot controller. Robots are attracted to points sampled from the particle cloud that models the probability distribution over the target's position, subject to environmental constraints. We show how this method can be used as a coordination strategy whereby a team of robots cooperatively minimize the uncertainty in the pose of a tracked target. Simulation results are presented
Roozbeh Mottaghi, Richard Vaughan 0001
ICRA1
2001 Sharif CESR Small Size Robocup Team
Mohammad T. Manzuri Shalmani, Hamid Reza Chitsaz, Reza Ghorbani, Pooya Karimian, Alireza Mirazi, Mehran Motamed, Roozbeh Mottaghi, Payam Sabzmeydani
RoboCup7