12,872 research outputs found
A LiDAR Point Cloud Generator: from a Virtual World to Autonomous Driving
3D LiDAR scanners are playing an increasingly important role in autonomous
driving as they can generate depth information of the environment. However,
creating large 3D LiDAR point cloud datasets with point-level labels requires a
significant amount of manual annotation. This jeopardizes the efficient
development of supervised deep learning algorithms which are often data-hungry.
We present a framework to rapidly create point clouds with accurate point-level
labels from a computer game. The framework supports data collection from both
auto-driving scenes and user-configured scenes. Point clouds from auto-driving
scenes can be used as training data for deep learning algorithms, while point
clouds from user-configured scenes can be used to systematically test the
vulnerability of a neural network, and use the falsifying examples to make the
neural network more robust through retraining. In addition, the scene images
can be captured simultaneously in order for sensor fusion tasks, with a method
proposed to do automatic calibration between the point clouds and captured
scene images. We show a significant improvement in accuracy (+9%) in point
cloud segmentation by augmenting the training dataset with the generated
synthesized data. Our experiments also show by testing and retraining the
network using point clouds from user-configured scenes, the weakness/blind
spots of the neural network can be fixed
BitBox!:A case study interface for teaching real-time adaptive music composition for video games
Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of âBitBox!â, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications
TimbreTron: A WaveNet(CycleGAN(CQT(Audio))) Pipeline for Musical Timbre Transfer
In this work, we address the problem of musical timbre transfer, where the
goal is to manipulate the timbre of a sound sample from one instrument to match
another instrument while preserving other musical content, such as pitch,
rhythm, and loudness. In principle, one could apply image-based style transfer
techniques to a time-frequency representation of an audio signal, but this
depends on having a representation that allows independent manipulation of
timbre as well as high-quality waveform generation. We introduce TimbreTron, a
method for musical timbre transfer which applies "image" domain style transfer
to a time-frequency representation of the audio signal, and then produces a
high-quality waveform using a conditional WaveNet synthesizer. We show that the
Constant Q Transform (CQT) representation is particularly well-suited to
convolutional architectures due to its approximate pitch equivariance. Based on
human perceptual evaluations, we confirmed that TimbreTron recognizably
transferred the timbre while otherwise preserving the musical content, for both
monophonic and polyphonic samples.Comment: 17 pages, published as a conference paper at ICLR 201
Mapping Wide Row Crops with Video Sequences Acquired from a Tractor Moving at Treatment Speed
This paper presents a mapping method for wide row crop fields. The resulting map shows the crop rows and weeds present in the inter-row spacing. Because field videos are acquired with a camera mounted on top of an agricultural vehicle, a method for image sequence stabilization was needed and consequently designed and developed. The proposed stabilization method uses the centers of some crop rows in the image sequence as features to be tracked, which compensates for the lateral movement (sway) of the camera and leaves the pitch unchanged. A region of interest is selected using the tracked features, and an inverse perspective technique transforms the selected region into a birdâs-eye view that is centered on the image and that enables map generation. The algorithm developed has been tested on several video sequences of different fields recorded at different times and under different lighting conditions, with good initial results. Indeed, lateral displacements of up to 66% of the inter-row spacing were suppressed through the stabilization process, and crop rows in the resulting maps appear straight
Continuous Interaction with a Virtual Human
Attentive Speaking and Active Listening require that a Virtual Human be capable of simultaneous perception/interpretation and production of communicative behavior. A Virtual Human should be able to signal its attitude and attention while it is listening to its interaction partner, and be able to attend to its interaction partner while it is speaking â and modify its communicative behavior on-the-fly based on what it perceives from its partner. This report presents the results of a four week summer project that was part of eNTERFACEâ10. The project resulted in progress on several aspects of continuous interaction such as scheduling and interrupting multimodal behavior, automatic classification of listener responses, generation of response eliciting behavior, and models for appropriate reactions to listener responses. A pilot user study was conducted with ten participants. In addition, the project yielded a number of deliverables that are released for public access
Flexible Stereo: Constrained, Non-rigid, Wide-baseline Stereo Vision for Fixed-wing Aerial Platforms
This paper proposes a computationally efficient method to estimate the
time-varying relative pose between two visual-inertial sensor rigs mounted on
the flexible wings of a fixed-wing unmanned aerial vehicle (UAV). The estimated
relative poses are used to generate highly accurate depth maps in real-time and
can be employed for obstacle avoidance in low-altitude flights or landing
maneuvers. The approach is structured as follows: Initially, a wing model is
identified by fitting a probability density function to measured deviations
from the nominal relative baseline transformation. At run-time, the prior
knowledge about the wing model is fused in an Extended Kalman filter~(EKF)
together with relative pose measurements obtained from solving a relative
perspective N-point problem (PNP), and the linear accelerations and angular
velocities measured by the two inertial measurement units (IMU) which are
rigidly attached to the cameras. Results obtained from extensive synthetic
experiments demonstrate that our proposed framework is able to estimate highly
accurate baseline transformations and depth maps.Comment: Accepted for publication in IEEE International Conference on Robotics
and Automation (ICRA), 2018, Brisban
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