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SubscribeGood Colour Maps: How to Design Them
Many colour maps provided by vendors have highly uneven perceptual contrast over their range. It is not uncommon for colour maps to have perceptual flat spots that can hide a feature as large as one tenth of the total data range. Colour maps may also have perceptual discontinuities that induce the appearance of false features. Previous work in the design of perceptually uniform colour maps has mostly failed to recognise that CIELAB space is only designed to be perceptually uniform at very low spatial frequencies. The most important factor in designing a colour map is to ensure that the magnitude of the incremental change in perceptual lightness of the colours is uniform. The specific requirements for linear, diverging, rainbow and cyclic colour maps are developed in detail. To support this work two test images for evaluating colour maps are presented. The use of colour maps in combination with relief shading is considered and the conditions under which colour can enhance or disrupt relief shading are identified. Finally, a set of new basis colours for the construction of ternary images are presented. Unlike the RGB primaries these basis colours produce images whereby the salience of structures are consistent irrespective of the assignment of basis colours to data channels.
Immersive Virtual Reality Simulations of Bionic Vision
Bionic vision uses neuroprostheses to restore useful vision to people living with incurable blindness. However, a major outstanding challenge is predicting what people 'see' when they use their devices. The limited field of view of current devices necessitates head movements to scan the scene, which is difficult to simulate on a computer screen. In addition, many computational models of bionic vision lack biological realism. To address these challenges, we present VR-SPV, an open-source virtual reality toolbox for simulated prosthetic vision that uses a psychophysically validated computational model to allow sighted participants to 'see through the eyes' of a bionic eye user. To demonstrate its utility, we systematically evaluated how clinically reported visual distortions affect performance in a letter recognition and an immersive obstacle avoidance task. Our results highlight the importance of using an appropriate phosphene model when predicting visual outcomes for bionic vision.
Latent Compass: Creation by Navigation
In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.
Grounding Visual Illusions in Language: Do Vision-Language Models Perceive Illusions Like Humans?
Vision-Language Models (VLMs) are trained on vast amounts of data captured by humans emulating our understanding of the world. However, known as visual illusions, human's perception of reality isn't always faithful to the physical world. This raises a key question: do VLMs have the similar kind of illusions as humans do, or do they faithfully learn to represent reality? To investigate this question, we build a dataset containing five types of visual illusions and formulate four tasks to examine visual illusions in state-of-the-art VLMs. Our findings have shown that although the overall alignment is low, larger models are closer to human perception and more susceptible to visual illusions. Our dataset and initial findings will promote a better understanding of visual illusions in humans and machines and provide a stepping stone for future computational models that can better align humans and machines in perceiving and communicating about the shared visual world. The code and data are available at https://github.com/vl-illusion/dataset.
A Reply to Makelov et al. (2023)'s "Interpretability Illusion" Arguments
We respond to the recent paper by Makelov et al. (2023), which reviews subspace interchange intervention methods like distributed alignment search (DAS; Geiger et al. 2023) and claims that these methods potentially cause "interpretability illusions". We first review Makelov et al. (2023)'s technical notion of what an "interpretability illusion" is, and then we show that even intuitive and desirable explanations can qualify as illusions in this sense. As a result, their method of discovering "illusions" can reject explanations they consider "non-illusory". We then argue that the illusions Makelov et al. (2023) see in practice are artifacts of their training and evaluation paradigms. We close by emphasizing that, though we disagree with their core characterization, Makelov et al. (2023)'s examples and discussion have undoubtedly pushed the field of interpretability forward.
Evaluating Model Perception of Color Illusions in Photorealistic Scenes
We study the perception of color illusions by vision-language models. Color illusion, where a person's visual system perceives color differently from actual color, is well-studied in human vision. However, it remains underexplored whether vision-language models (VLMs), trained on large-scale human data, exhibit similar perceptual biases when confronted with such color illusions. We propose an automated framework for generating color illusion images, resulting in RCID (Realistic Color Illusion Dataset), a dataset of 19,000 realistic illusion images. Our experiments show that all studied VLMs exhibit perceptual biases similar human vision. Finally, we train a model to distinguish both human perception and actual pixel differences.
Perceptual Scales Predicted by Fisher Information Metrics
Perception is often viewed as a process that transforms physical variables, external to an observer, into internal psychological variables. Such a process can be modeled by a function coined perceptual scale. The perceptual scale can be deduced from psychophysical measurements that consist in comparing the relative differences between stimuli (i.e. difference scaling experiments). However, this approach is often overlooked by the modeling and experimentation communities. Here, we demonstrate the value of measuring the perceptual scale of classical (spatial frequency, orientation) and less classical physical variables (interpolation between textures) by embedding it in recent probabilistic modeling of perception. First, we show that the assumption that an observer has an internal representation of univariate parameters such as spatial frequency or orientation while stimuli are high-dimensional does not lead to contradictory predictions when following the theoretical framework. Second, we show that the measured perceptual scale corresponds to the transduction function hypothesized in this framework. In particular, we demonstrate that it is related to the Fisher information of the generative model that underlies perception and we test the predictions given by the generative model of different stimuli in a set a of difference scaling experiments. Our main conclusion is that the perceptual scale is mostly driven by the stimulus power spectrum. Finally, we propose that this measure of perceptual scale is a way to push further the notion of perceptual distances by estimating the perceptual geometry of images i.e. the path between images instead of simply the distance between those.
360+x: A Panoptic Multi-modal Scene Understanding Dataset
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic perspective (i.e. multiple viewpoints with multiple data modalities). Specifically, we encapsulate third-person panoramic and front views, as well as egocentric monocular/binocular views with rich modalities including video, multi-channel audio, directional binaural delay, location data and textual scene descriptions within each scene captured, presenting comprehensive observation of the world. Figure 1 offers a glimpse of all 28 scene categories of our 360+x dataset. To the best of our knowledge, this is the first database that covers multiple viewpoints with multiple data modalities to mimic how daily information is accessed in the real world. Through our benchmark analysis, we presented 5 different scene understanding tasks on the proposed 360+x dataset to evaluate the impact and benefit of each data modality and perspective in panoptic scene understanding. We hope this unique dataset could broaden the scope of comprehensive scene understanding and encourage the community to approach these problems from more diverse perspectives.
Scaling Inference-Time Search with Vision Value Model for Improved Visual Comprehension
Despite significant advancements in vision-language models (VLMs), there lacks effective approaches to enhance response quality by scaling inference-time computation. This capability is known to be a core step towards the self-improving models in recent large language model studies. In this paper, we present Vision Value Model (VisVM) that can guide VLM inference-time search to generate responses with better visual comprehension. Specifically, VisVM not only evaluates the generated sentence quality in the current search step, but also anticipates the quality of subsequent sentences that may result from the current step, thus providing a long-term value. In this way, VisVM steers VLMs away from generating sentences prone to hallucinations or insufficient detail, thereby producing higher quality responses. Experimental results demonstrate that VisVM-guided search significantly enhances VLMs' ability to generate descriptive captions with richer visual details and fewer hallucinations, compared with greedy decoding and search methods with other visual reward signals. Furthermore, we find that self-training the model with the VisVM-guided captions improve VLM's performance across a wide range of multimodal benchmarks, indicating the potential for developing self-improving VLMs. Our value model and code are available at https://github.com/si0wang/VisVM.
VDGD: Mitigating LVLM Hallucinations in Cognitive Prompts by Bridging the Visual Perception Gap
Recent interest in Large Vision-Language Models (LVLMs) for practical applications is moderated by the significant challenge of hallucination or the inconsistency between the factual information and the generated text. In this paper, we first perform an in-depth analysis of hallucinations and discover several novel insights about how and when LVLMs hallucinate. From our analysis, we show that: (1) The community's efforts have been primarily targeted towards reducing hallucinations related to visual recognition (VR) prompts (e.g., prompts that only require describing the image), thereby ignoring hallucinations for cognitive prompts (e.g., prompts that require additional skills like reasoning on contents of the image). (2) LVLMs lack visual perception, i.e., they can see but not necessarily understand or perceive the input image. We analyze responses to cognitive prompts and show that LVLMs hallucinate due to a perception gap: although LVLMs accurately recognize visual elements in the input image and possess sufficient cognitive skills, they struggle to respond accurately and hallucinate. To overcome this shortcoming, we propose Visual Description Grounded Decoding (VDGD), a simple, robust, and training-free method for alleviating hallucinations. Specifically, we first describe the image and add it as a prefix to the instruction. Next, during auto-regressive decoding, we sample from the plausible candidates according to their KL-Divergence (KLD) to the description, where lower KLD is given higher preference. Experimental results on several benchmarks and LVLMs show that VDGD improves significantly over other baselines in reducing hallucinations. We also propose VaLLu, a benchmark for the comprehensive evaluation of the cognitive capabilities of LVLMs.
Euclid. II. The VIS Instrument
This paper presents the specification, design, and development of the Visible Camera (VIS) on the ESA Euclid mission. VIS is a large optical-band imager with a field of view of 0.54 deg^2 sampled at 0.1" with an array of 609 Megapixels and spatial resolution of 0.18". It will be used to survey approximately 14,000 deg^2 of extragalactic sky to measure the distortion of galaxies in the redshift range z=0.1-1.5 resulting from weak gravitational lensing, one of the two principal cosmology probes of Euclid. With photometric redshifts, the distribution of dark matter can be mapped in three dimensions, and, from how this has changed with look-back time, the nature of dark energy and theories of gravity can be constrained. The entire VIS focal plane will be transmitted to provide the largest images of the Universe from space to date, reaching m_AB>24.5 with S/N >10 in a single broad I_E~(r+i+z) band over a six year survey. The particularly challenging aspects of the instrument are the control and calibration of observational biases, which lead to stringent performance requirements and calibration regimes. With its combination of spatial resolution, calibration knowledge, depth, and area covering most of the extra-Galactic sky, VIS will also provide a legacy data set for many other fields. This paper discusses the rationale behind the VIS concept and describes the instrument design and development before reporting the pre-launch performance derived from ground calibrations and brief results from the in-orbit commissioning. VIS should reach fainter than m_AB=25 with S/N>10 for galaxies of full-width half-maximum of 0.3" in a 1.3" diameter aperture over the Wide Survey, and m_AB>26.4 for a Deep Survey that will cover more than 50 deg^2. The paper also describes how VIS works with the other Euclid components of survey, telescope, and science data processing to extract the cosmological information.
Contrastive Multiview Coding
Humans view the world through many sensory channels, e.g., the long-wavelength light channel, viewed by the left eye, or the high-frequency vibrations channel, heard by the right ear. Each view is noisy and incomplete, but important factors, such as physics, geometry, and semantics, tend to be shared between all views (e.g., a "dog" can be seen, heard, and felt). We investigate the classic hypothesis that a powerful representation is one that models view-invariant factors. We study this hypothesis under the framework of multiview contrastive learning, where we learn a representation that aims to maximize mutual information between different views of the same scene but is otherwise compact. Our approach scales to any number of views, and is view-agnostic. We analyze key properties of the approach that make it work, finding that the contrastive loss outperforms a popular alternative based on cross-view prediction, and that the more views we learn from, the better the resulting representation captures underlying scene semantics. Our approach achieves state-of-the-art results on image and video unsupervised learning benchmarks. Code is released at: http://github.com/HobbitLong/CMC/.
Invisible Perturbations: Physical Adversarial Examples Exploiting the Rolling Shutter Effect
Physical adversarial examples for camera-based computer vision have so far been achieved through visible artifacts -- a sticker on a Stop sign, colorful borders around eyeglasses or a 3D printed object with a colorful texture. An implicit assumption here is that the perturbations must be visible so that a camera can sense them. By contrast, we contribute a procedure to generate, for the first time, physical adversarial examples that are invisible to human eyes. Rather than modifying the victim object with visible artifacts, we modify light that illuminates the object. We demonstrate how an attacker can craft a modulated light signal that adversarially illuminates a scene and causes targeted misclassifications on a state-of-the-art ImageNet deep learning model. Concretely, we exploit the radiometric rolling shutter effect in commodity cameras to create precise striping patterns that appear on images. To human eyes, it appears like the object is illuminated, but the camera creates an image with stripes that will cause ML models to output the attacker-desired classification. We conduct a range of simulation and physical experiments with LEDs, demonstrating targeted attack rates up to 84%.
Visual Anagrams: Generating Multi-View Optical Illusions with Diffusion Models
We address the problem of synthesizing multi-view optical illusions: images that change appearance upon a transformation, such as a flip or rotation. We propose a simple, zero-shot method for obtaining these illusions from off-the-shelf text-to-image diffusion models. During the reverse diffusion process, we estimate the noise from different views of a noisy image, and then combine these noise estimates together and denoise the image. A theoretical analysis suggests that this method works precisely for views that can be written as orthogonal transformations, of which permutations are a subset. This leads to the idea of a visual anagram--an image that changes appearance under some rearrangement of pixels. This includes rotations and flips, but also more exotic pixel permutations such as a jigsaw rearrangement. Our approach also naturally extends to illusions with more than two views. We provide both qualitative and quantitative results demonstrating the effectiveness and flexibility of our method. Please see our project webpage for additional visualizations and results: https://dangeng.github.io/visual_anagrams/
ViStoryBench: Comprehensive Benchmark Suite for Story Visualization
Story visualization, which aims to generate a sequence of visually coherent images aligning with a given narrative and reference images, has seen significant progress with recent advancements in generative models. To further enhance the performance of story visualization frameworks in real-world scenarios, we introduce a comprehensive evaluation benchmark, ViStoryBench. We collect a diverse dataset encompassing various story types and artistic styles, ensuring models are evaluated across multiple dimensions such as different plots (e.g., comedy, horror) and visual aesthetics (e.g., anime, 3D renderings). ViStoryBench is carefully curated to balance narrative structures and visual elements, featuring stories with single and multiple protagonists to test models' ability to maintain character consistency. Additionally, it includes complex plots and intricate world-building to challenge models in generating accurate visuals. To ensure comprehensive comparisons, our benchmark incorporates a wide range of evaluation metrics assessing critical aspects. This structured and multifaceted framework enables researchers to thoroughly identify both the strengths and weaknesses of different models, fostering targeted improvements.
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
Seeing through the Brain: Image Reconstruction of Visual Perception from Human Brain Signals
Seeing is believing, however, the underlying mechanism of how human visual perceptions are intertwined with our cognitions is still a mystery. Thanks to the recent advances in both neuroscience and artificial intelligence, we have been able to record the visually evoked brain activities and mimic the visual perception ability through computational approaches. In this paper, we pay attention to visual stimuli reconstruction by reconstructing the observed images based on portably accessible brain signals, i.e., electroencephalography (EEG) data. Since EEG signals are dynamic in the time-series format and are notorious to be noisy, processing and extracting useful information requires more dedicated efforts; In this paper, we propose a comprehensive pipeline, named NeuroImagen, for reconstructing visual stimuli images from EEG signals. Specifically, we incorporate a novel multi-level perceptual information decoding to draw multi-grained outputs from the given EEG data. A latent diffusion model will then leverage the extracted information to reconstruct the high-resolution visual stimuli images. The experimental results have illustrated the effectiveness of image reconstruction and superior quantitative performance of our proposed method.
Q-Instruct: Improving Low-level Visual Abilities for Multi-modality Foundation Models
Multi-modality foundation models, as represented by GPT-4V, have brought a new paradigm for low-level visual perception and understanding tasks, that can respond to a broad range of natural human instructions in a model. While existing foundation models have shown exciting potentials on low-level visual tasks, their related abilities are still preliminary and need to be improved. In order to enhance these models, we conduct a large-scale subjective experiment collecting a vast number of real human feedbacks on low-level vision. Each feedback follows a pathway that starts with a detailed description on the low-level visual appearance (*e.g. clarity, color, brightness* of an image, and ends with an overall conclusion, with an average length of 45 words. The constructed **Q-Pathway** dataset includes 58K detailed human feedbacks on 18,973 images with diverse low-level appearance. Moreover, to enable foundation models to robustly respond to diverse types of questions, we design a GPT-participated conversion to process these feedbacks into diverse-format 200K instruction-response pairs. Experimental results indicate that the **Q-Instruct** consistently elevates low-level perception and understanding abilities across several foundational models. We anticipate that our datasets can pave the way for a future that general intelligence can perceive, understand low-level visual appearance and evaluate visual quality like a human. Our dataset, model zoo, and demo is published at: https://q-future.github.io/Q-Instruct.
BEAF: Observing BEfore-AFter Changes to Evaluate Hallucination in Vision-language Models
Vision language models (VLMs) perceive the world through a combination of a visual encoder and a large language model (LLM). The visual encoder, pre-trained on large-scale vision-text datasets, provides zero-shot generalization to visual data, and the LLM endows its high reasoning ability to VLMs. It leads VLMs to achieve high performance on wide benchmarks without fine-tuning, exhibiting zero or few-shot capability. However, recent studies show that VLMs are vulnerable to hallucination. This undesirable behavior degrades reliability and credibility, thereby making users unable to fully trust the output from VLMs. To enhance trustworthiness and better tackle the hallucination of VLMs, we curate a new evaluation dataset, called the BEfore-AFter hallucination dataset (BEAF), and introduce new metrics: True Understanding (TU), IGnorance (IG), StuBbornness (SB), and InDecision (ID). Unlike prior works that focus only on constructing questions and answers, the key idea of our benchmark is to manipulate visual scene information by image editing models and to design the metrics based on scene changes. This allows us to clearly assess whether VLMs correctly understand a given scene by observing the ability to perceive changes. We also visualize image-wise object relationship by virtue of our two-axis view: vision and text. Upon evaluating VLMs with our dataset, we observed that our metrics reveal different aspects of VLM hallucination that have not been reported before. Project page: https://beafbench.github.io/
VisuRiddles: Fine-grained Perception is a Primary Bottleneck for Multimodal Large Language Models in Abstract Visual Reasoning
Recent strides in multimodal large language models (MLLMs) have significantly advanced their performance in many reasoning tasks. However, Abstract Visual Reasoning (AVR) remains a critical challenge, primarily due to limitations in perceiving abstract graphics. To tackle this issue, we investigate the bottlenecks in current MLLMs and synthesize training data to improve their abstract visual perception. First, we propose VisuRiddles, a benchmark for AVR, featuring tasks meticulously constructed to assess models' reasoning capacities across five core dimensions and two high-level reasoning categories. Second, we introduce the Perceptual Riddle Synthesizer (PRS), an automated framework for generating riddles with fine-grained perceptual descriptions. PRS not only generates valuable training data for abstract graphics but also provides fine-grained perceptual description, crucially allowing for supervision over intermediate reasoning stages and thereby improving both training efficacy and model interpretability. Our extensive experimental results on VisuRiddles empirically validate that fine-grained visual perception is the principal bottleneck and our synthesis framework markedly enhances the performance of contemporary MLLMs on these challenging tasks. Our code and dataset will be released at https://github.com/yh-hust/VisuRiddles
Value of the Teaching Career and Factors in Its Path in Peru
The teaching career shares common global characteristics, such as internal promotion, performance evaluation, recruitment of top candidates, continuous training, specialization, and peer learning. This study aims to describe the factors associated with the value placed on the teaching career in Peru. A total of 28217 public school teachers were analyzed using data from the 2020 National Teacher Survey. A variable measuring the "value of the teaching career" was constructed using eight indicators and categorized as low, medium, or high. Another variable, vision of the future, was classified as pessimistic, conformist, or optimistic. This observational, cross-sectional, and analytical study included variables related to in-service training, working conditions, professional recognition, and sociodemographic characteristics. Among the teachers surveyed, 45.8 % expressed an optimistic outlook on the future of the profession, 48 % held a conformist view, and only 6.2 % reported a pessimistic perspective. A generalized linear model revealed that the value placed on the teaching career was significantly associated with male gender (p = 0.002), a professional career (p < 0.001), an optimistic outlook (p = 0.033), and working at the primary level (p < 0.001). It was concluded that Peruvian teachers predominantly hold conformist or optimistic views of their profession. This highlights the need to reinforce merit-based advancement, competency-based training, intrinsic motivation, and ongoing professional development
SpotEdit: Evaluating Visually-Guided Image Editing Methods
Visually-guided image editing, where edits are conditioned on both visual cues and textual prompts, has emerged as a powerful paradigm for fine-grained, controllable content generation. Although recent generative models have shown remarkable capabilities, existing evaluations remain simple and insufficiently representative of real-world editing challenges. We present SpotEdit, a comprehensive benchmark designed to systematically assess visually-guided image editing methods across diverse diffusion, autoregressive, and hybrid generative models, uncovering substantial performance disparities. To address a critical yet underexplored challenge, our benchmark includes a dedicated component on hallucination, highlighting how leading models, such as GPT-4o, often hallucinate the existence of a visual cue and erroneously perform the editing task. Our code and benchmark are publicly released at https://github.com/SaraGhazanfari/SpotEdit.