2,899 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
Semantic Instance Annotation of Street Scenes by 3D to 2D Label Transfer
Semantic annotations are vital for training models for object recognition,
semantic segmentation or scene understanding. Unfortunately, pixelwise
annotation of images at very large scale is labor-intensive and only little
labeled data is available, particularly at instance level and for street
scenes. In this paper, we propose to tackle this problem by lifting the
semantic instance labeling task from 2D into 3D. Given reconstructions from
stereo or laser data, we annotate static 3D scene elements with rough bounding
primitives and develop a model which transfers this information into the image
domain. We leverage our method to obtain 2D labels for a novel suburban video
dataset which we have collected, resulting in 400k semantic and instance image
annotations. A comparison of our method to state-of-the-art label transfer
baselines reveals that 3D information enables more efficient annotation while
at the same time resulting in improved accuracy and time-coherent labels.Comment: 10 pages in Conference on Computer Vision and Pattern Recognition
(CVPR), 201
Playing for Data: Ground Truth from Computer Games
Recent progress in computer vision has been driven by high-capacity models
trained on large datasets. Unfortunately, creating large datasets with
pixel-level labels has been extremely costly due to the amount of human effort
required. In this paper, we present an approach to rapidly creating
pixel-accurate semantic label maps for images extracted from modern computer
games. Although the source code and the internal operation of commercial games
are inaccessible, we show that associations between image patches can be
reconstructed from the communication between the game and the graphics
hardware. This enables rapid propagation of semantic labels within and across
images synthesized by the game, with no access to the source code or the
content. We validate the presented approach by producing dense pixel-level
semantic annotations for 25 thousand images synthesized by a photorealistic
open-world computer game. Experiments on semantic segmentation datasets show
that using the acquired data to supplement real-world images significantly
increases accuracy and that the acquired data enables reducing the amount of
hand-labeled real-world data: models trained with game data and just 1/3 of the
CamVid training set outperform models trained on the complete CamVid training
set.Comment: Accepted to the 14th European Conference on Computer Vision (ECCV
2016
Difference of Normals as a Multi-Scale Operator in Unorganized Point Clouds
A novel multi-scale operator for unorganized 3D point clouds is introduced.
The Difference of Normals (DoN) provides a computationally efficient,
multi-scale approach to processing large unorganized 3D point clouds. The
application of DoN in the multi-scale filtering of two different real-world
outdoor urban LIDAR scene datasets is quantitatively and qualitatively
demonstrated. In both datasets the DoN operator is shown to segment large 3D
point clouds into scale-salient clusters, such as cars, people, and lamp posts
towards applications in semi-automatic annotation, and as a pre-processing step
in automatic object recognition. The application of the operator to
segmentation is evaluated on a large public dataset of outdoor LIDAR scenes
with ground truth annotations.Comment: To be published in proceedings of 3DIMPVT 201
EchoFusion: Tracking and Reconstruction of Objects in 4D Freehand Ultrasound Imaging without External Trackers
Ultrasound (US) is the most widely used fetal imaging technique. However, US
images have limited capture range, and suffer from view dependent artefacts
such as acoustic shadows. Compounding of overlapping 3D US acquisitions into a
high-resolution volume can extend the field of view and remove image artefacts,
which is useful for retrospective analysis including population based studies.
However, such volume reconstructions require information about relative
transformations between probe positions from which the individual volumes were
acquired. In prenatal US scans, the fetus can move independently from the
mother, making external trackers such as electromagnetic or optical tracking
unable to track the motion between probe position and the moving fetus. We
provide a novel methodology for image-based tracking and volume reconstruction
by combining recent advances in deep learning and simultaneous localisation and
mapping (SLAM). Tracking semantics are established through the use of a
Residual 3D U-Net and the output is fed to the SLAM algorithm. As a proof of
concept, experiments are conducted on US volumes taken from a whole body fetal
phantom, and from the heads of real fetuses. For the fetal head segmentation,
we also introduce a novel weak annotation approach to minimise the required
manual effort for ground truth annotation. We evaluate our method
qualitatively, and quantitatively with respect to tissue discrimination
accuracy and tracking robustness.Comment: MICCAI Workshop on Perinatal, Preterm and Paediatric Image analysis
(PIPPI), 201
Crowdsourcing in Computer Vision
Computer vision systems require large amounts of manually annotated data to
properly learn challenging visual concepts. Crowdsourcing platforms offer an
inexpensive method to capture human knowledge and understanding, for a vast
number of visual perception tasks. In this survey, we describe the types of
annotations computer vision researchers have collected using crowdsourcing, and
how they have ensured that this data is of high quality while annotation effort
is minimized. We begin by discussing data collection on both classic (e.g.,
object recognition) and recent (e.g., visual story-telling) vision tasks. We
then summarize key design decisions for creating effective data collection
interfaces and workflows, and present strategies for intelligently selecting
the most important data instances to annotate. Finally, we conclude with some
thoughts on the future of crowdsourcing in computer vision.Comment: A 69-page meta review of the field, Foundations and Trends in
Computer Graphics and Vision, 201
- …