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Hanspeter Pfister

Publications and source records attributed to Hanspeter Pfister.

At least 109 records · Page 6Linked to original sources

Masked Image Training for Generalizable Deep Image Denoising

When capturing and storing images, devices inevitably introduce noise. Reducing this noise is a critical task called image denoising. Deep learning has become the de facto method for image denoising, especially with the emergence of Transformer-based models that have achieved notable state-of-the-art results on various image tasks. However, deep learning-based methods often suffer from a lack of generalization ability. For example, deep models trained on Gaussian noise may perform poorly when tested on other noise distributions. To address this issue, we present a novel approach to enhance the generalization performance of denoising networks, known as masked training. Our method involves masking random pixels of the input image and reconstructing the missing information during training. We also mask out the features in the self-attention layers to avoid the impact of training-testing inconsistency. Our approach exhibits better generalization ability than other deep learning models and is directly applicable to real-world scenarios. Additionally, our interpretability analysis demonstrates the superiority of our method.

cs.CV↗

The XPRESS Challenge: Xray Projectomic Reconstruction -- Extracting Segmentation with Skeletons

The wiring and connectivity of neurons form a structural basis for the function of the nervous system. Advances in volume electron microscopy (EM) and image segmentation have enabled mapping of circuit diagrams (connectomics) within local regions of the mouse brain. However, applying volume EM over the whole brain is not currently feasible due to technological challenges. As a result, comprehensive maps of long-range connections between brain regions are lacking. Recently, we demonstrated that X-ray holographic nanotomography (XNH) can provide high-resolution images of brain tissue at a much larger scale than EM. In particular, XNH is wellsuited to resolve large, myelinated axon tracts (white matter) that make up the bulk of long-range connections (projections) and are critical for inter-region communication. Thus, XNH provides an imaging solution for brain-wide projectomics. However, because XNH data is typically collected at lower resolutions and larger fields-of-view than EM, accurate segmentation of XNH images remains an important challenge that we present here. In this task, we provide volumetric XNH images of cortical white matter axons from the mouse brain along with ground truth annotations for axon trajectories. Manual voxel-wise annotation of ground truth is a time-consuming bottleneck for training segmentation networks. On the other hand, skeleton-based ground truth is much faster to annotate, and sufficient to determine connectivity. Therefore, we encourage participants to develop methods to leverage skeleton-based training. To this end, we provide two types of ground-truth annotations: a small volume of voxel-wise annotations and a larger volume with skeleton-based annotations. Entries will be evaluated on how accurately the submitted segmentations agree with the ground-truth skeleton annotations.

cs.CV↗

An Out-of-Domain Synapse Detection Challenge for Microwasp Brain Connectomes

The size of image stacks in connectomics studies now reaches the terabyte and often petabyte scales with a great diversity of appearance across brain regions and samples. However, manual annotation of neural structures, e.g., synapses, is time-consuming, which leads to limited training data often smaller than 0.001\% of the test data in size. Domain adaptation and generalization approaches were proposed to address similar issues for natural images, which were less evaluated on connectomics data due to a lack of out-of-domain benchmarks.

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Is Embodied Interaction Beneficial? A Study on Navigating Network Visualizations

Network visualizations are commonly used to analyze relationships in various contexts. To efficiently explore a network visualization, the user needs to quickly navigate to different parts of the network and analyze local details. Recent advancements in display and interaction technologies inspire new visions for improved visualization and interaction design. Past research into network design has identified some key benefits to visualizing networks in 3D versus 2D. However, little work has been done to study the impact of varying levels of embodied interaction on network analysis. We present a controlled user study that compared four environments featuring conditions and hardware that leveraged different amounts of embodiment and visual perception ranging from a 2D visualization desktop environment with a standard mouse to a 3D visualization virtual reality environment. We measured the accuracy, speed, perceived workload, and preferences of 20 participants as they completed three network analytic tasks, each of which required unique navigation and substantial effort. For the task that required participants to iterate over the entire visualization rather than focus on a specific area, we found that participants were more accurate using a VR and a trackball mouse than conventional desktop settings. From a workload perspective, VR was generally considered the least mentally demanding and least frustrating in two of our three tasks. It was also preferred and ranked as the most effective and visually appealing condition overall. However, using VR to compare two side-by-side networks was difficult, and it was similar to or slower than other conditions in two of the three tasks. Overall, the accuracy and workload advantages of conditions with greater embodiment in specific tasks suggest promising opportunities to create more effective environments in which to analyze network visualizations.

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ShadowDiffusion: When Degradation Prior Meets Diffusion Model for Shadow Removal

Recent deep learning methods have achieved promising results in image shadow removal. However, their restored images still suffer from unsatisfactory boundary artifacts, due to the lack of degradation prior embedding and the deficiency in modeling capacity. Our work addresses these issues by proposing a unified diffusion framework that integrates both the image and degradation priors for highly effective shadow removal. In detail, we first propose a shadow degradation model, which inspires us to build a novel unrolling diffusion model, dubbed ShandowDiffusion. It remarkably improves the model's capacity in shadow removal via progressively refining the desired output with both degradation prior and diffusive generative prior, which by nature can serve as a new strong baseline for image restoration. Furthermore, ShadowDiffusion progressively refines the estimated shadow mask as an auxiliary task of the diffusion generator, which leads to more accurate and robust shadow-free image generation. We conduct extensive experiments on three popular public datasets, including ISTD, ISTD+, and SRD, to validate our method's effectiveness. Compared to the state-of-the-art methods, our model achieves a significant improvement in terms of PSNR, increasing from 31.69dB to 34.73dB over SRD dataset.

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The Ball is in Our Court: Conducting Visualization Research with Sports Experts

Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought exciting opportunities along with new challenges for sports visualization. We share our experience working with sports domain experts and present lessons learned from conducting visualization research in SportsXR. In our previous work, we have targeted different types of users in sports, including athletes, game analysts, and fans. Each user group has unique design constraints and requirements, such as obtaining real-time visual feedback in training, automating the low-level video analysis workflow, or personalizing embedded visualizations for live game data analysis. In this paper, we synthesize our best practices and pitfalls we identified while working on SportsXR. We highlight lessons learned in working with sports domain experts in designing and evaluating sports visualizations and in working with emerging AR/XR technologies. We envision that sports visualization research will benefit the larger visualization community through its unique challenges and opportunities for immersive and situated analytics.

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MedMNIST v2 -- A large-scale lightweight benchmark for 2D and 3D biomedical image classification

We introduce MedMNIST v2, a large-scale MNIST-like dataset collection of standardized biomedical images, including 12 datasets for 2D and 6 datasets for 3D. All images are pre-processed into a small size of 28x28 (2D) or 28x28x28 (3D) with the corresponding classification labels so that no background knowledge is required for users. Covering primary data modalities in biomedical images, MedMNIST v2 is designed to perform classification on lightweight 2D and 3D images with various dataset scales (from 100 to 100,000) and diverse tasks (binary/multi-class, ordinal regression, and multi-label). The resulting dataset, consisting of 708,069 2D images and 10,214 3D images in total, could support numerous research / educational purposes in biomedical image analysis, computer vision, and machine learning. We benchmark several baseline methods on MedMNIST v2, including 2D / 3D neural networks and open-source / commercial AutoML tools. The data and code are publicly available at https://medmnist.com/.

cs.CV↗

Learning to Generate Realistic Noisy Images via Pixel-level Noise-aware Adversarial Training

Existing deep learning real denoising methods require a large amount of noisy-clean image pairs for supervision. Nonetheless, capturing a real noisy-clean dataset is an unacceptable expensive and cumbersome procedure. To alleviate this problem, this work investigates how to generate realistic noisy images. Firstly, we formulate a simple yet reasonable noise model that treats each real noisy pixel as a random variable. This model splits the noisy image generation problem into two sub-problems: image domain alignment and noise domain alignment. Subsequently, we propose a novel framework, namely Pixel-level Noise-aware Generative Adversarial Network (PNGAN). PNGAN employs a pre-trained real denoiser to map the fake and real noisy images into a nearly noise-free solution space to perform image domain alignment. Simultaneously, PNGAN establishes a pixel-level adversarial training to conduct noise domain alignment. Additionally, for better noise fitting, we present an efficient architecture Simple Multi-scale Network (SMNet) as the generator. Qualitative validation shows that noise generated by PNGAN is highly similar to real noise in terms of intensity and distribution. Quantitative experiments demonstrate that a series of denoisers trained with the generated noisy images achieve state-of-the-art (SOTA) results on four real denoising benchmarks. Part of codes, pre-trained models, and results are available at https://github.com/caiyuanhao1998/PNGAN for comparisons.

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The Quest for Omnioculars: Embedded Visualization for Augmenting Basketball Game Viewing Experiences

Sports game data is becoming increasingly complex, often consisting of multivariate data such as player performance stats, historical team records, and athletes' positional tracking information. While numerous visual analytics systems have been developed for sports analysts to derive insights, few tools target fans to improve their understanding and engagement of sports data during live games. By presenting extra data in the actual game views, embedded visualization has the potential to enhance fans' game-viewing experience. However, little is known about how to design such kinds of visualizations embedded into live games. In this work, we present a user-centered design study of developing interactive embedded visualizations for basketball fans to improve their live game-watching experiences. We first conducted a formative study to characterize basketball fans' in-game analysis behaviors and tasks. Based on our findings, we propose a design framework to inform the design of embedded visualizations based on specific data-seeking contexts. Following the design framework, we present five novel embedded visualization designs targeting five representative contexts identified by the fans, including shooting, offense, defense, player evaluation, and team comparison. We then developed Omnioculars, an interactive basketball game-viewing prototype that features the proposed embedded visualizations for fans' in-game data analysis. We evaluated Omnioculars in a simulated basketball game with basketball fans. The study results suggest that our design supports personalized in-game data analysis and enhances game understanding and engagement.

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Interactive and Visual Prompt Engineering for Ad-hoc Task Adaptation with Large Language Models

State-of-the-art neural language models can now be used to solve ad-hoc language tasks through zero-shot prompting without the need for supervised training. This approach has gained popularity in recent years, and researchers have demonstrated prompts that achieve strong accuracy on specific NLP tasks. However, finding a prompt for new tasks requires experimentation. Different prompt templates with different wording choices lead to significant accuracy differences. PromptIDE allows users to experiment with prompt variations, visualize prompt performance, and iteratively optimize prompts. We developed a workflow that allows users to first focus on model feedback using small data before moving on to a large data regime that allows empirical grounding of promising prompts using quantitative measures of the task. The tool then allows easy deployment of the newly created ad-hoc models. We demonstrate the utility of PromptIDE (demo at http://prompt.vizhub.ai) and our workflow using several real-world use cases.

cs.CL↗

Diagnosing Ensemble Few-Shot Classifiers

The base learners and labeled samples (shots) in an ensemble few-shot classifier greatly affect the model performance. When the performance is not satisfactory, it is usually difficult to understand the underlying causes and make improvements. To tackle this issue, we propose a visual analysis method, FSLDiagnotor. Given a set of base learners and a collection of samples with a few shots, we consider two problems: 1) finding a subset of base learners that well predict the sample collections; and 2) replacing the low-quality shots with more representative ones to adequately represent the sample collections. We formulate both problems as sparse subset selection and develop two selection algorithms to recommend appropriate learners and shots, respectively. A matrix visualization and a scatterplot are combined to explain the recommended learners and shots in context and facilitate users in adjusting them. Based on the adjustment, the algorithm updates the recommendation results for another round of improvement. Two case studies are conducted to demonstrate that FSLDiagnotor helps build a few-shot classifier efficiently and increases the accuracy by 12% and 21%, respectively.

cs.LG↗

Discrete Cosine Transform Network for Guided Depth Map Super-Resolution

Guided depth super-resolution (GDSR) is an essential topic in multi-modal image processing, which reconstructs high-resolution (HR) depth maps from low-resolution ones collected with suboptimal conditions with the help of HR RGB images of the same scene. To solve the challenges in interpreting the working mechanism, extracting cross-modal features and RGB texture over-transferred, we propose a novel Discrete Cosine Transform Network (DCTNet) to alleviate the problems from three aspects. First, the Discrete Cosine Transform (DCT) module reconstructs the multi-channel HR depth features by using DCT to solve the channel-wise optimization problem derived from the image domain. Second, we introduce a semi-coupled feature extraction module that uses shared convolutional kernels to extract common information and private kernels to extract modality-specific information. Third, we employ an edge attention mechanism to highlight the contours informative for guided upsampling. Extensive quantitative and qualitative evaluations demonstrate the effectiveness of our DCTNet, which outperforms previous state-of-the-art methods with a relatively small number of parameters. The code is available at \url{https://github.com/Zhaozixiang1228/GDSR-DCTNet}.

cs.CV↗

MST++: Multi-stage Spectral-wise Transformer for Efficient Spectral Reconstruction

Existing leading methods for spectral reconstruction (SR) focus on designing deeper or wider convolutional neural networks (CNNs) to learn the end-to-end mapping from the RGB image to its hyperspectral image (HSI). These CNN-based methods achieve impressive restoration performance while showing limitations in capturing the long-range dependencies and self-similarity prior. To cope with this problem, we propose a novel Transformer-based method, Multi-stage Spectral-wise Transformer (MST++), for efficient spectral reconstruction. In particular, we employ Spectral-wise Multi-head Self-attention (S-MSA) that is based on the HSI spatially sparse while spectrally self-similar nature to compose the basic unit, Spectral-wise Attention Block (SAB). Then SABs build up Single-stage Spectral-wise Transformer (SST) that exploits a U-shaped structure to extract multi-resolution contextual information. Finally, our MST++, cascaded by several SSTs, progressively improves the reconstruction quality from coarse to fine. Comprehensive experiments show that our MST++ significantly outperforms other state-of-the-art methods. In the NTIRE 2022 Spectral Reconstruction Challenge, our approach won the First place. Code and pre-trained models are publicly available at https://github.com/caiyuanhao1998/MST-plus-plus.

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Instance Segmentation of Unlabeled Modalities via Cyclic Segmentation GAN

Instance segmentation for unlabeled imaging modalities is a challenging but essential task as collecting expert annotation can be expensive and time-consuming. Existing works segment a new modality by either deploying a pre-trained model optimized on diverse training data or conducting domain translation and image segmentation as two independent steps. In this work, we propose a novel Cyclic Segmentation Generative Adversarial Network (CySGAN) that conducts image translation and instance segmentation jointly using a unified framework. Besides the CycleGAN losses for image translation and supervised losses for the annotated source domain, we introduce additional self-supervised and segmentation-based adversarial objectives to improve the model performance by leveraging unlabeled target domain images. We benchmark our approach on the task of 3D neuronal nuclei segmentation with annotated electron microscopy (EM) images and unlabeled expansion microscopy (ExM) data. Our CySGAN outperforms both pretrained generalist models and the baselines that sequentially conduct image translation and segmentation. Our implementation and the newly collected, densely annotated ExM nuclei dataset, named NucExM, are available at https://connectomics-bazaar.github.io/proj/CySGAN/index.html.

cs.CV↗

The Pattern is in the Details: An Evaluation of Interaction Techniques for Locating, Searching, and Contextualizing Details in Multivariate Matrix Visualizations

Matrix visualizations are widely used to display large-scale network, tabular, set, or sequential data. They typically only encode a single value per cell, e.g., through color. However, this can greatly limit the visualizations' utility when exploring multivariate data, where each cell represents a data point with multiple values (referred to as details). Three well-established interaction approaches can be applicable in multivariate matrix visualizations (or MMV): focus+context, pan&zoom, and overview+detail. However, there is little empirical knowledge of how these approaches compare in exploring MMV. We report on two studies comparing them for locating, searching, and contextualizing details in MMV. We first compared four focus+context techniques and found that the fisheye lens overall outperformed the others. We then compared the fisheye lens, to pan&zoom and overview+detail. We found that pan&zoom was faster in locating and searching details, and as good as overview+detail in contextualizing details.

cs.HC↗

Revisiting RCAN: Improved Training for Image Super-Resolution

Image super-resolution (SR) is a fast-moving field with novel architectures attracting the spotlight. However, most SR models were optimized with dated training strategies. In this work, we revisit the popular RCAN model and examine the effect of different training options in SR. Surprisingly (or perhaps as expected), we show that RCAN can outperform or match nearly all the CNN-based SR architectures published after RCAN on standard benchmarks with a proper training strategy and minimal architecture change. Besides, although RCAN is a very large SR architecture with more than four hundred convolutional layers, we draw a notable conclusion that underfitting is still the main problem restricting the model capability instead of overfitting. We observe supportive evidence that increasing training iterations clearly improves the model performance while applying regularization techniques generally degrades the predictions. We denote our simply revised RCAN as RCAN-it and recommend practitioners to use it as baselines for future research. Code is publicly available at https://github.com/zudi-lin/rcan-it.

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Three approaches to facilitate DNN generalization to objects in out-of-distribution orientations and illuminations

The training data distribution is often biased towards objects in certain orientations and illumination conditions. While humans have a remarkable capability of recognizing objects in out-of-distribution (OoD) orientations and illuminations, Deep Neural Networks (DNNs) severely suffer in this case, even when large amounts of training examples are available. In this paper, we investigate three different approaches to improve DNNs in recognizing objects in OoD orientations and illuminations. Namely, these are (i) training much longer after convergence of the in-distribution (InD) validation accuracy, i.e., late-stopping, (ii) tuning the momentum parameter of the batch normalization layers, and (iii) enforcing invariance of the neural activity in an intermediate layer to orientation and illumination conditions. Each of these approaches substantially improves the DNN's OoD accuracy (more than 20% in some cases). We report results in four datasets: two datasets are modified from the MNIST and iLab datasets, and the other two are novel (one of 3D rendered cars and another of objects taken from various controlled orientations and illumination conditions). These datasets allow to study the effects of different amounts of bias and are challenging as DNNs perform poorly in OoD conditions. Finally, we demonstrate that even though the three approaches focus on different aspects of DNNs, they all tend to lead to the same underlying neural mechanism to enable OoD accuracy gains --individual neurons in the intermediate layers become more selective to a category and also invariant to OoD orientations and illuminations. We anticipate this study to be a basis for further improvement of deep neural networks' OoD generalization performance, which is highly demanded to achieve safe and fair AI applications.

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Labeling Out-of-View Objects in Immersive Analytics to Support Situated Visual Searching

Augmented Reality (AR) embeds digital information into objects of the physical world. Data can be shown in-situ, thereby enabling real-time visual comparisons and object search in real-life user tasks, such as comparing products and looking up scores in a sports game. While there have been studies on designing AR interfaces for situated information retrieval, there has only been limited research on AR object labeling for visual search tasks in the spatial environment. In this paper, we identify and categorize different design aspects in AR label design and report on a formal user study on labels for out-of-view objects to support visual search tasks in AR. We design three visualization techniques for out-of-view object labeling in AR, which respectively encode the relative physical position (height-encoded), the rotational direction (angle-encoded), and the label values (value-encoded) of the objects. We further implement two traditional in-view object labeling techniques, where labels are placed either next to the respective objects (situated) or at the edge of the AR FoV (boundary). We evaluate these five different label conditions in three visual search tasks for static objects. Our study shows that out-of-view object labels are beneficial when searching for objects outside the FoV, spatial orientation, and when comparing multiple spatially sparse objects. Angle-encoded labels with directional cues of the surrounding objects have the overall best performance with the highest user satisfaction. We discuss the implications of our findings for future immersive AR interface design.

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