Evidence receipt / belief
Published · transcript-backedJoseph Nelson: belief
7 Aug 2024 Latent Space Segment Anything 2: Demo-first Model Development
“One thing that I think is really notable here, there's two things. One is that like, I'd love to have a little bit of a discussion about how the models keeping track of the embedded scene to keep track of the ball and the cup in different places.”
Source trail
Everything needed to verify it.
- Speaker
- Joseph Nelson
- Attribution
- Verified speaker
- Claim type
- belief
- Recorded
- 7 Aug 2024
- Publisher
- Latent Space
Transcript context
…disappears, and then the object comes back. So you can actually visually tell. When the object's being occluded and when it's not, and so it's a nice way of like, knowing if you need to go in and fix the model prediction or not. And so these are some of the UX innovations that we came up with, as well as the model innovations. One thing that I think is really notable here, there's two things. One is that like, I'd love to have a little bit of a discussion about how the models keeping track of the embedded scene to keep track of the ball and the cup in different places. Put a pause on that for a second. One thing that Meta has put an emphasis on here in a much greater degree than other model releases is the demo experience of recognizing that in addition to having a model that can do zero shot segmentation, you've created a web experience that allows folks to kind of experience both the video effects but the types of UX innovations that encourage usage and adoption. It's actually kind of reminiscent of The underlying technology of ChatGPT was available prior to the web experience of ChatGPT. Can you talk a bit about why that was a consideration to your team and how you thought about the creation of The demo experience in tandem with training and releasing a new model. Yeah, absolutely. I think that's a really great example of how, you know, Chad, GPT was really more of a UX innovation. Obviously it was like a number of research innovations that helped to get to this point. But as you said, like the underlying technology was around for a while. And, you know, putting this UX around as a chat interface helped tremendously with the. Adoption and people understanding how it could be useful for real world use cases. And in computer vision, especially, it's so visual. The best way to show how these models work. Is by trying it on your own image or your own video with the original SAM, we put a lot of effort in building like a high quality demo. And the other piece here is that the demo is actually the annotation tool. So we actually. Use the demo as a way to improve our annotation tool. And so then it becomes very natural to invest in building a good demo because it speeds up your annotation and improves the data quality and that will improve the model quality. With this approach, we found it to be really successful. And obviously externally, people really liked being able to try it. I think, you know, people in fields outside of machine learning would never have tried SAM if we didn't have that demo. And I think that definitely led to a lot of the adoption in, like, diverse fields. And so because we saw that with SAM 2, like, the demo was a priority first class citizen from day one. And so we really invested in making that. And I think with SAM2 as well, we wanted to have like a step change in the demo experience. Interactive video segmentation, I think that experience is something that maybe has not had much thought given to it. And we really wanted to be like, okay, if we are to design a step changing video segmentation experience, what would that look like? And that really did influence our model. And annotation design as well.…
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