In this work, we study the 1-bit convolutional neural networks (CNNs), of which both the weights and activations are binary. While being efficient, the classification accuracy of the current 1-bit CNNs is much worse compared to their counterpart real-valued CNN models on the large-scale dataset, like ImageNet. To minimize the performance gap between the 1-bit and real-valued CNN models, we propose a novel model, dubbed Bi-Real net, which connects the real activations (after the 1-bit convolution and/or BatchNorm layer, before the sign function) to activations of the consecutive block, through an identity shortcut. Consequently, compared to the standard 1-bit CNN, the representational capability of the Bi-Real net is significantly enhanced and the additional cost on computation is negligible. Moreover, we develop a specific training algorithm including three technical novelties for 1bit CNNs. Firstly, we derive a tight approximation to the derivative of the non-differentiable sign function with respect to activation. Secondly, we propose a magnitude-aware gradient with respect to the weight for updating the weight parameters. Thirdly, we pre-train the real-valued CNN model with a clip function, rather than the ReLU function, to better initialize the Bi-Real net. Experiments on ImageNet show that the Bi-Real net with the proposed training algorithm achieves 56.4% and 62.2% top-1 accuracy with 18 layers and 34 layers, respectively. Compared to the state-of-the-arts (e.g., XNOR Net), Bi-Real net achieves up to 10% higher top-1 accuracy with more memory saving and lower computational cost. 4
We propose to compose dynamic tree structures that place the objects in an image into a visual context, helping visual reasoning tasks such as scene graph generation and visual Q&A. Our visual context tree model, dubbed VCTREE, has two key advantages over existing structured object representations including chains and fully-connected graphs: 1) The efficient and expressive binary tree encodes the inherent parallel/hierarchical relationships among objects, e.g., "clothes" and "pants" are usually co-occur and belong to "person"; 2) the dynamic structure varies from image to image and task to task, allowing more content-/task-specific message passing among objects. To construct a VCTREE, we design a score function that calculates the task-dependent validity between each object pair, and the tree is the binary version of the maximum spanning tree from the score matrix. Then, visual contexts are encoded by bidirectional TreeLSTM and decoded by task-specific models. We develop a hybrid learning procedure which integrates end-task supervised learning and the tree structure reinforcement learning, where the former's evaluation result serves as a self-critic for the latter's structure exploration. Experimental results on two benchmarks, which require reasoning over contexts: Visual Genome for scene graph generation and VQA2.0 for visual Q&A, show that VCTREE outperforms state-of-the-art results while discovering interpretable visual context structures.
We tackle the human motion imitation, appearance transfer, and novel view synthesis within a unified framework, which means that the model once being trained can be used to handle all these tasks. The existing taskspecific methods mainly use 2D keypoints (pose) to estimate the human body structure. However, they only expresses the position information with no abilities to characterize the personalized shape of the individual person and model the limbs rotations. In this paper, we propose to use a 3D body mesh recovery module to disentangle the pose and shape, which can not only model the joint location and rotation but also characterize the personalized body shape. To preserve the source information, such as texture, style, color, and face identity, we propose a Liquid Warping GAN with Liquid Warping Block (LWB) that propagates the source information in both image and feature spaces, and synthesizes an image with respect to the reference. Specifically, the source features are extracted by a denoising convolutional auto-encoder for characterizing the source identity well. Furthermore, our proposed method is able to support a more flexible warping from multiple sources. In addition, we build a new dataset, namely Impersonator (iPER) dataset, for the evaluation of human motion imitation, appearance transfer, and novel view synthesis. Extensive experiments demonstrate the effectiveness of our method in several aspects, such as robustness in occlusion case and preserving face identity, shape consistency and clothes details. All codes and datasets are available on https://svip-lab.github.io/ project/impersonator.html.
Existing deep learning methods for image deblurring typically train models using pairs of sharp images and their blurred counterparts. However, synthetically blurring images do not necessarily model the genuine blurring process in real-world scenarios with sufficient accuracy. To address this problem, we propose a new method which combines two GAN models, i.e., a learning-to-Blur GAN (BGAN) and learning-to-DeBlur GAN (DBGAN), in order to learn a better model for image deblurring by primarily learning how to blur images. The first model, BGAN, learns how to blur sharp images with unpaired sharp and blurry image sets, and then guides the second model, DBGAN, to learn how to correctly deblur such images. In order to reduce the discrepancy between real blur and synthesized blur, a relativistic blur loss is leveraged. As an additional contribution, this paper also introduces a Real-World Blurred Image (RWBI) dataset including diverse blurry images. Our experiments show that the proposed method achieves consistently superior quantitative performance as well as higher perceptual quality on both the newly proposed dataset and the public GOPRO dataset.
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Taking a photo outside, can we predict the immediate future, e.g., how would the cloud move in the sky? We address this problem by presenting a generative adversarial network (GAN) based two-stage approach to generating realistic time-lapse videos of high resolution. Given the first frame, our model learns to generate long-term future frames. The first stage generates videos of realistic contents for each frame. The second stage refines the generated video from the first stage by enforcing it to be closer to real videos with regard to motion dynamics. To further encourage vivid motion in the final generated video, Gram matrix is employed to model the motion more precisely. We build a large scale time-lapse dataset, and test our approach on this new dataset. Using our model, we are able to generate realistic videos of up to 128 × 128 resolution for 32 frames. Quantitative and qualitative experiment results demonstrate the superiority of our model over the state-of-the-art models. * This work was primarily done while Wei Xiong was a Research Intern with Tencent AI Lab.Regarding motion transformation, the main challenge is to drive the given frame to transform realistically over time.
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