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Author

Antonio Torralba

Other affiliations: Vassar College, Nvidia, Carleton College
Bio: Antonio Torralba is an academic researcher from Massachusetts Institute of Technology. The author has contributed to research in topics: Computer science & Object detection. The author has an hindex of 119, co-authored 388 publications receiving 84607 citations. Previous affiliations of Antonio Torralba include Vassar College & Nvidia.


Papers
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Proceedings ArticleDOI
01 Oct 2019
TL;DR: Gaze360 as discussed by the authors is a large-scale remote gaze tracking dataset and method for robust 3D gaze estimation in unconstrained images, which consists of 238 subjects in indoor and outdoor environments with labelled three-dimensional (3D) gaze across a wide range of head poses and distances.
Abstract: Understanding where people are looking is an informative social cue. In this work, we present Gaze360, a large-scale remote gaze-tracking dataset and method for robust 3D gaze estimation in unconstrained images. Our dataset consists of 238 subjects in indoor and outdoor environments with labelled 3D gaze across a wide range of head poses and distances. It is the largest publicly available dataset of its kind by both subject and variety, made possible by a simple and efficient collection method. Our proposed 3D gaze model extends existing models to include temporal information and to directly output an estimate of gaze uncertainty. We demonstrate the benefits of our model via an ablation study, and show its generalization performance via a cross-dataset evaluation against other recent gaze benchmark datasets. We furthermore propose a simple self-supervised approach to improve cross-dataset domain adaptation. Finally, we demonstrate an application of our model for estimating customer attention in a supermarket setting. Our dataset and models will be made available at http://gaze360.csail.mit.edu.

194 citations

Proceedings ArticleDOI
14 Jun 2020
TL;DR: This work proposes ``Music Gesture," a keypoint-based structured representation to explicitly model the body and finger movements of musicians when they perform music, which adopts a context-aware graph network to integrate visual semantic context with body dynamics and applies an audio-visual fusion model to associate body movements with the corresponding audio signals.
Abstract: Recent deep learning approaches have achieved impressive performance on visual sound separation tasks. However, these approaches are mostly built on appearance and optical flow like motion feature representations, which exhibit limited abilities to find the correlations between audio signals and visual points, especially when separating multiple instruments of the same types, such as multiple violins in a scene. To address this, we propose ``Music Gesture," a keypoint-based structured representation to explicitly model the body and finger movements of musicians when they perform music. We first adopt a context-aware graph network to integrate visual semantic context with body dynamics and then apply an audio-visual fusion model to associate body movements with the corresponding audio signals. Experimental results on three music performance datasets show: 1) strong improvements upon benchmark metrics for hetero-musical separation tasks (i.e. different instruments); 2) new ability for effective homo-musical separation for piano, flute, and trumpet duets, which to our best knowledge has never been achieved with alternative methods.

191 citations

Journal ArticleDOI
TL;DR: This work finds that intrinsic differences in memorability exist at a finer-grained scale than previously documented and proposes an information-theoretic model of image distinctiveness that can automatically predict how changes in context change the memorability of natural images.

187 citations

Book ChapterDOI
07 Oct 2012
TL;DR: Experiments shows that MDSH outperforms the state-of-the art, especially in the challenging regime of small distance thresholds, and introduces a "kernel trick" to allow us to compute with an exponentially large number of bits but using only memory and computation that grows linearly with dimension.
Abstract: With the growing availability of very large image databases, there has been a surge of interest in methods based on "semantic hashing", ie compact binary codes of data-points so that the Hamming distance between codewords correlates with similarity In reviewing and comparing existing methods, we show that their relative performance can change drastically depending on the definition of ground-truth neighbors Motivated by this finding, we propose a new formulation for learning binary codes which seeks to reconstruct the affinity between datapoints, rather than their distances We show that this criterion is intractable to solve exactly, but a spectral relaxation gives an algorithm where the bits correspond to thresholded eigenvectors of the affinity matrix, and as the number of datapoints goes to infinity these eigenvectors converge to eigenfunctions of Laplace-Beltrami operators, similar to the recently proposed Spectral Hashing (SH) method Unlike SH whose performance may degrade as the number of bits increases, the optimal code using our formulation is guaranteed to faithfully reproduce the affinities as the number of bits increases We show that the number of eigenfunctions needed may increase exponentially with dimension, but introduce a "kernel trick" to allow us to compute with an exponentially large number of bits but using only memory and computation that grows linearly with dimension Experiments shows that MDSH outperforms the state-of-the art, especially in the challenging regime of small distance thresholds

181 citations

Posted Content
TL;DR: This paper crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code, and implements the most common atomic actions in the Unity3D game engine, and uses them to "drive" an artificial agent to execute tasks in a simulated household environment.
Abstract: In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions.

181 citations


Cited by
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Proceedings Article
03 Dec 2012
TL;DR: The state-of-the-art performance of CNNs was achieved by Deep Convolutional Neural Networks (DCNNs) as discussed by the authors, which consists of five convolutional layers, some of which are followed by max-pooling layers, and three fully-connected layers with a final 1000-way softmax.
Abstract: We trained a large, deep convolutional neural network to classify the 1.2 million high-resolution images in the ImageNet LSVRC-2010 contest into the 1000 different classes. On the test data, we achieved top-1 and top-5 error rates of 37.5% and 17.0% which is considerably better than the previous state-of-the-art. The neural network, which has 60 million parameters and 650,000 neurons, consists of five convolutional layers, some of which are followed by max-pooling layers, and three fully-connected layers with a final 1000-way softmax. To make training faster, we used non-saturating neurons and a very efficient GPU implementation of the convolution operation. To reduce overriding in the fully-connected layers we employed a recently-developed regularization method called "dropout" that proved to be very effective. We also entered a variant of this model in the ILSVRC-2012 competition and achieved a winning top-5 test error rate of 15.3%, compared to 26.2% achieved by the second-best entry.

73,978 citations

Proceedings ArticleDOI
Jia Deng1, Wei Dong1, Richard Socher1, Li-Jia Li1, Kai Li1, Li Fei-Fei1 
20 Jun 2009
TL;DR: A new database called “ImageNet” is introduced, a large-scale ontology of images built upon the backbone of the WordNet structure, much larger in scale and diversity and much more accurate than the current image datasets.
Abstract: The explosion of image data on the Internet has the potential to foster more sophisticated and robust models and algorithms to index, retrieve, organize and interact with images and multimedia data. But exactly how such data can be harnessed and organized remains a critical problem. We introduce here a new database called “ImageNet”, a large-scale ontology of images built upon the backbone of the WordNet structure. ImageNet aims to populate the majority of the 80,000 synsets of WordNet with an average of 500-1000 clean and full resolution images. This will result in tens of millions of annotated images organized by the semantic hierarchy of WordNet. This paper offers a detailed analysis of ImageNet in its current state: 12 subtrees with 5247 synsets and 3.2 million images in total. We show that ImageNet is much larger in scale and diversity and much more accurate than the current image datasets. Constructing such a large-scale database is a challenging task. We describe the data collection scheme with Amazon Mechanical Turk. Lastly, we illustrate the usefulness of ImageNet through three simple applications in object recognition, image classification and automatic object clustering. We hope that the scale, accuracy, diversity and hierarchical structure of ImageNet can offer unparalleled opportunities to researchers in the computer vision community and beyond.

49,639 citations

Proceedings ArticleDOI
07 Jun 2015
TL;DR: Inception as mentioned in this paper is a deep convolutional neural network architecture that achieves the new state of the art for classification and detection in the ImageNet Large-Scale Visual Recognition Challenge 2014 (ILSVRC14).
Abstract: We propose a deep convolutional neural network architecture codenamed Inception that achieves the new state of the art for classification and detection in the ImageNet Large-Scale Visual Recognition Challenge 2014 (ILSVRC14). The main hallmark of this architecture is the improved utilization of the computing resources inside the network. By a carefully crafted design, we increased the depth and width of the network while keeping the computational budget constant. To optimize quality, the architectural decisions were based on the Hebbian principle and the intuition of multi-scale processing. One particular incarnation used in our submission for ILSVRC14 is called GoogLeNet, a 22 layers deep network, the quality of which is assessed in the context of classification and detection.

40,257 citations

Book
18 Nov 2016
TL;DR: Deep learning as mentioned in this paper is a form of machine learning that enables computers to learn from experience and understand the world in terms of a hierarchy of concepts, and it is used in many applications such as natural language processing, speech recognition, computer vision, online recommendation systems, bioinformatics, and videogames.
Abstract: Deep learning is a form of machine learning that enables computers to learn from experience and understand the world in terms of a hierarchy of concepts. Because the computer gathers knowledge from experience, there is no need for a human computer operator to formally specify all the knowledge that the computer needs. The hierarchy of concepts allows the computer to learn complicated concepts by building them out of simpler ones; a graph of these hierarchies would be many layers deep. This book introduces a broad range of topics in deep learning. The text offers mathematical and conceptual background, covering relevant concepts in linear algebra, probability theory and information theory, numerical computation, and machine learning. It describes deep learning techniques used by practitioners in industry, including deep feedforward networks, regularization, optimization algorithms, convolutional networks, sequence modeling, and practical methodology; and it surveys such applications as natural language processing, speech recognition, computer vision, online recommendation systems, bioinformatics, and videogames. Finally, the book offers research perspectives, covering such theoretical topics as linear factor models, autoencoders, representation learning, structured probabilistic models, Monte Carlo methods, the partition function, approximate inference, and deep generative models. Deep Learning can be used by undergraduate or graduate students planning careers in either industry or research, and by software engineers who want to begin using deep learning in their products or platforms. A website offers supplementary material for both readers and instructors.

38,208 citations

Journal ArticleDOI
TL;DR: A large, deep convolutional neural network was trained to classify the 1.2 million high-resolution images in the ImageNet LSVRC-2010 contest into the 1000 different classes and employed a recently developed regularization method called "dropout" that proved to be very effective.
Abstract: We trained a large, deep convolutional neural network to classify the 1.2 million high-resolution images in the ImageNet LSVRC-2010 contest into the 1000 different classes. On the test data, we achieved top-1 and top-5 error rates of 37.5% and 17.0%, respectively, which is considerably better than the previous state-of-the-art. The neural network, which has 60 million parameters and 650,000 neurons, consists of five convolutional layers, some of which are followed by max-pooling layers, and three fully connected layers with a final 1000-way softmax. To make training faster, we used non-saturating neurons and a very efficient GPU implementation of the convolution operation. To reduce overfitting in the fully connected layers we employed a recently developed regularization method called "dropout" that proved to be very effective. We also entered a variant of this model in the ILSVRC-2012 competition and achieved a winning top-5 test error rate of 15.3%, compared to 26.2% achieved by the second-best entry.

33,301 citations