visual scene
3D-Aware Visual Question Answering about Parts, Poses and Occlusions
Despite rapid progress in Visual question answering (\textit{VQA}), existing datasets and models mainly focus on testing reasoning in 2D. However, it is important that VQA models also understand the 3D structure of visual scenes, for example to support tasks like navigation or manipulation. This includes an understanding of the 3D object pose, their parts and occlusions. In this work, we introduce the task of 3D-aware VQA, which focuses on challenging questions that require a compositional reasoning over the 3D structure of visual scenes. We address 3D-aware VQA from both the dataset and the model perspective. First, we introduce Super-CLEVR-3D, a compositional reasoning dataset that contains questions about object parts, their 3D poses, and occlusions. Second, we propose PO3D-VQA, a 3D-aware VQA model that marries two powerful ideas: probabilistic neural symbolic program execution for reasoning and deep neural networks with 3D generative representations of objects for robust visual recognition. Our experimental results show our model PO3D-VQA outperforms existing methods significantly, but we still observe a significant performance gap compared to 2D VQA benchmarks, indicating that 3D-aware VQA remains an important open research area.
Learning Physical Graph Representations from Visual Scenes
Convolutional Neural Networks (CNNs) have proved exceptional at learning representations for visual object categorization. However, CNNs do not explicitly encode objects, parts, and their physical properties, which has limited CNNs' success on tasks that require structured understanding of visual scenes. To overcome these limitations, we introduce the idea of ``Physical Scene Graphs'' (PSGs), which represent scenes as hierarchical graphs, with nodes in the hierarchy corresponding intuitively to object parts at different scales, and edges to physical connections between parts. Bound to each node is a vector of latent attributes that intuitively represent object properties such as surface shape and texture. We also describe PSGNet, a network architecture that learns to extract PSGs by reconstructing scenes through a PSG-structured bottleneck. PSGNet augments standard CNNs by including: recurrent feedback connections to combine low and high-level image information; graph pooling and vectorization operations that convert spatially-uniform feature maps into object-centric graph structures; and perceptual grouping principles to encourage the identification of meaningful scene elements. We show that PSGNet outperforms alternative self-supervised scene representation algorithms at scene segmentation tasks, especially on complex real-world images, and generalizes well to unseen object types and scene arrangements. PSGNet is also able learn from physical motion, enhancing scene estimates even for static images. We present a series of ablation studies illustrating the importance of each component of the PSGNet architecture, analyses showing that learned latent attributes capture intuitive scene properties, and illustrate the use of PSGs for compositional scene inference.
Generative Semantic Coding for Ultra-Low Bitrate Visual Communication and Analysis
Chen, Weiming, Wang, Yijia, Zhu, Zhihan, He, Zhihai
W e consider the problem of ultra-low bit rate visual communication for remote vision analysis, human interactions and control in challenging scenarios with very low communication bandwidth, such as deep space exploration, battlefield intelligence, and robot navigation in complex environments. In this paper, we ask the following important question: can we accurately reconstruct the visual scene using only a very small portion of the bit rate in existing coding methods while not sacrificing the accuracy of vision analysis and performance of human interactions? Existing text-to-image generation models offer a new approach for ultra-low bitrate image description. However, they can only achieve a semantic-level approximation of the visual scene, which is far insufficient for the purpose of visual communication and remote vision analysis and human interactions. T o address this important issue, we propose to seamlessly integrate image generation with deep image compression, using joint text and coding latent to guide the rectified flow models for precise generation of the visual scene. The semantic text description and coding latent are both encoded and transmitted to the decoder at a very small bit rate. Experimental results demonstrate that our method can achieve the same image reconstruction quality and vision analysis accuracy as existing methods while using much less bandwidth. The code will be released upon paper acceptance.
- Europe > Switzerland > Zürich > Zürich (0.14)
- Asia > China > Guangdong Province > Shenzhen (0.04)
CountQA: How Well Do MLLMs Count in the Wild?
Tamarapalli, Jayant Sravan, Grover, Rynaa, Pande, Nilay, Yerramilli, Sahiti
Multimodal Large Language Models (MLLMs) demonstrate remarkable fluency in understanding visual scenes, yet they exhibit a critical lack in a fundamental cognitive skill: object counting. This blind spot severely limits their reliability in real-world applications. To date, this capability has been largely unevaluated in complex scenarios, as existing benchmarks either feature sparse object densities or are confined to specific visual domains, failing to test models under realistic conditions. Addressing this gap, we introduce CountQA, a challenging new benchmark designed to probe this deficiency. Comprising over 1,500 question-answer pairs, CountQA features real-world images with high object density, clutter, and occlusion. We investigate this weakness by evaluating 15 prominent MLLMs on the CountQA benchmark and reveal that the top-performing model achieves a mere 42.9% accuracy, with performance declining as object counts rise. By providing a dedicated benchmark to diagnose and rectify this core weakness, CountQA paves the way for a new generation of MLLMs that are not only descriptively fluent but also numerically grounded and spatially aware. We will open-source the dataset and code upon paper acceptance to foster further research.
- Asia > Middle East > Jordan (0.04)
- Asia > Myanmar > Tanintharyi Region > Dawei (0.04)
- Asia > Japan > Honshū > Chūbu > Toyama Prefecture > Toyama (0.04)
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CIVET: Systematic Evaluation of Understanding in VLMs
Rizzoli, Massimo, Alghisi, Simone, Khomyn, Olha, Roccabruna, Gabriel, Mousavi, Seyed Mahed, Riccardi, Giuseppe
While Vision-Language Models (VLMs) have achieved competitive performance in various tasks, their comprehension of the underlying structure and semantics of a scene remains understudied. To investigate the understanding of VLMs, we study their capability regarding object properties and relations in a controlled and interpretable manner. To this scope, we introduce CIVET, a novel and extensible framework for systematiC evaluatIon Via controllEd sTimuli. CIVET addresses the lack of standardized systematic evaluation for assessing VLMs' understanding, enabling researchers to test hypotheses with statistical rigor. With CIVET, we evaluate five state-of-the-art VLMs on exhaustive sets of stimuli, free from annotation noise, dataset-specific biases, and uncontrolled scene complexity. Our findings reveal that 1) current VLMs can accurately recognize only a limited set of basic object properties; 2) their performance heavily depends on the position of the object in the scene; 3) they struggle to understand basic relations among objects. Furthermore, a comparative evaluation with human annotators reveals that VLMs still fall short of achieving human-level accuracy.
- Europe > Switzerland > Zürich > Zürich (0.14)
- North America > United States > Florida > Miami-Dade County > Miami (0.04)
- North America > Canada > Ontario > Toronto (0.04)
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Aligning VLM Assistants with Personalized Situated Cognition
Li, Yongqi, Zhou, Shen, Li, Xiaohu, Miao, Xin, Wen, Jintao, Xu, Mayi, Chen, Jianhao, Pan, Birong, Kang, Hankun, Zhu, Yuanyuan, Zhong, Ming, Qian, Tieyun
Vision-language models (VLMs) aligned with general human objectives, such as being harmless and hallucination-free, have become valuable assistants of humans in managing visual tasks. However, people with diversified backgrounds have different cognition even in the same situation. Consequently, they may have personalized expectations for VLM assistants. This highlights the urgent need to align VLM assistants with personalized situated cognition for real-world assistance. To study this problem, we first simplify it by characterizing individuals based on the sociological concept of Role-Set. Then, we propose to evaluate the individuals' actions to examine whether the personalized alignment is achieved. Further, we construct a benchmark named PCogAlignBench, which includes 18k instances and 20 individuals with different Role-Sets. Finally, we present a framework called PCogAlign, which constructs a cognition-aware and action-based reward model for personalized alignment. Experimental results and human evaluations demonstrate the reliability of the PCogAlignBench and the effectiveness of our proposed PCogAlign. We will open-source the constructed benchmark and code at https://github.com/NLPGM/PCogAlign.
- North America > United States > Florida > Miami-Dade County > Miami (0.04)
- Asia > China > Hubei Province > Wuhan (0.04)
- Asia > China > Beijing > Beijing (0.04)
Learning Physical Graph Representations from Visual Scenes
Convolutional Neural Networks (CNNs) have proved exceptional at learning representations for visual object categorization. However, CNNs do not explicitly encode objects, parts, and their physical properties, which has limited CNNs' success on tasks that require structured understanding of visual scenes. To overcome these limitations, we introduce the idea of Physical Scene Graphs'' (PSGs), which represent scenes as hierarchical graphs, with nodes in the hierarchy corresponding intuitively to object parts at different scales, and edges to physical connections between parts. Bound to each node is a vector of latent attributes that intuitively represent object properties such as surface shape and texture. We also describe PSGNet, a network architecture that learns to extract PSGs by reconstructing scenes through a PSG-structured bottleneck.
Can LVLMs and Automatic Metrics Capture Underlying Preferences of Blind and Low-Vision Individuals for Navigational Aid?
An, Na Min, Kim, Eunki, Kang, Wan Ju, Kim, Sangryul, Shim, Hyunjung, Thorne, James
Vision is a primary means of how humans perceive the environment, but Blind and Low-Vision (BLV) people need assistance understanding their surroundings, especially in unfamiliar environments. The emergence of semantic-based systems as assistance tools for BLV users has motivated many researchers to explore responses from Large Vision-Language Models (LVLMs). However, it has yet been studied preferences of BLV users on diverse types/styles of responses from LVLMs, specifically for navigational aid. To fill this gap, we first construct Eye4B dataset, consisting of human-validated 1.1k curated outdoor/indoor scenes with 5-10 relevant requests per scene. Then, we conduct an in-depth user study with eight BLV users to evaluate their preferences on six LVLMs from five perspectives: Afraidness, Nonactionability, Sufficiency, and Conciseness. Finally, we introduce Eye4B benchmark for evaluating alignment between widely used model-based image-text metrics and our collected BLV preferences. Our work can be set as a guideline for developing BLV-aware LVLMs towards a Barrier-Free AI system.
- South America > Chile > Santiago Metropolitan Region > Santiago Province > Santiago (0.04)
- North America > United States > Florida > Miami-Dade County > Miami (0.04)
- North America > Canada (0.04)
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- Research Report (0.81)
- Questionnaire & Opinion Survey (0.54)
- Health & Medicine (0.68)
- Transportation > Ground (0.46)
3D-Aware Visual Question Answering about Parts, Poses and Occlusions
Despite rapid progress in Visual question answering (\textit{VQA}), existing datasets and models mainly focus on testing reasoning in 2D. However, it is important that VQA models also understand the 3D structure of visual scenes, for example to support tasks like navigation or manipulation. This includes an understanding of the 3D object pose, their parts and occlusions. In this work, we introduce the task of 3D-aware VQA, which focuses on challenging questions that require a compositional reasoning over the 3D structure of visual scenes. We address 3D-aware VQA from both the dataset and the model perspective.
SoundBrush: Sound as a Brush for Visual Scene Editing
Sung-Bin, Kim, Jun-Seong, Kim, Ko, Junseok, Kim, Yewon, Oh, Tae-Hyun
We propose SoundBrush, a model that uses sound as a brush to edit and manipulate visual scenes. We extend the generative capabilities of the Latent Diffusion Model (LDM) to incorporate audio information for editing visual scenes. Inspired by existing image-editing works, we frame this task as a supervised learning problem and leverage various off-the-shelf models to construct a sound-paired visual scene dataset for training. This richly generated dataset enables SoundBrush to learn to map audio features into the textual space of the LDM, allowing for visual scene editing guided by diverse in-the-wild sound. Unlike existing methods, SoundBrush can accurately manipulate the overall scenery or even insert sounding objects to best match the audio inputs while preserving the original content. Furthermore, by integrating with novel view synthesis techniques, our framework can be extended to edit 3D scenes, facilitating sound-driven 3D scene manipulation. Demos are available at https://soundbrush.github.io/.