3,066 research outputs found

    Automatic Model Based Dataset Generation for Fast and Accurate Crop and Weeds Detection

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    Selective weeding is one of the key challenges in the field of agriculture robotics. To accomplish this task, a farm robot should be able to accurately detect plants and to distinguish them between crop and weeds. Most of the promising state-of-the-art approaches make use of appearance-based models trained on large annotated datasets. Unfortunately, creating large agricultural datasets with pixel-level annotations is an extremely time consuming task, actually penalizing the usage of data-driven techniques. In this paper, we face this problem by proposing a novel and effective approach that aims to dramatically minimize the human intervention needed to train the detection and classification algorithms. The idea is to procedurally generate large synthetic training datasets randomizing the key features of the target environment (i.e., crop and weed species, type of soil, light conditions). More specifically, by tuning these model parameters, and exploiting a few real-world textures, it is possible to render a large amount of realistic views of an artificial agricultural scenario with no effort. The generated data can be directly used to train the model or to supplement real-world images. We validate the proposed methodology by using as testbed a modern deep learning based image segmentation architecture. We compare the classification results obtained using both real and synthetic images as training data. The reported results confirm the effectiveness and the potentiality of our approach.Comment: To appear in IEEE/RSJ IROS 201

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Synthesization and reconstruction of 3D faces by deep neural networks

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    The past few decades have witnessed substantial progress towards 3D facial modelling and reconstruction as it is high importance for many computer vision and graphics applications including Augmented/Virtual Reality (AR/VR), computer games, movie post-production, image/video editing, medical applications, etc. In the traditional approaches, facial texture and shape are represented as triangle mesh that can cover identity and expression variation with non-rigid deformation. A dataset of 3D face scans is then densely registered into a common topology in order to construct a linear statistical model. Such models are called 3D Morphable Models (3DMMs) and can be used for 3D face synthesization or reconstruction by a single or few 2D face images. The works presented in this thesis focus on the modernization of these traditional techniques in the light of recent advances of deep learning and thanks to the availability of large-scale datasets. Ever since the introduction of 3DMMs by over two decades, there has been a lot of progress on it and they are still considered as one of the best methodologies to model 3D faces. Nevertheless, there are still several aspects of it that need to be upgraded to the "deep era". Firstly, the conventional 3DMMs are built by linear statistical approaches such as Principal Component Analysis (PCA) which omits high-frequency information by its nature. While this does not curtail shape, which is often smooth in the original data, texture models are heavily afflicted by losing high-frequency details and photorealism. Secondly, the existing 3DMM fitting approaches rely on very primitive (i.e. RGB values, sparse landmarks) or hand-crafted features (i.e. HOG, SIFT) as supervision that are sensitive to "in-the-wild" images (i.e. lighting, pose, occlusion), or somewhat missing identity/expression resemblance with the target image. Finally, shape, texture, and expression modalities are separately modelled by ignoring the correlation among them, placing a fundamental limit to the synthesization of semantically meaningful 3D faces. Moreover, photorealistic 3D face synthesis has not been studied thoroughly in the literature. This thesis attempts to address the above-mentioned issues by harnessing the power of deep neural network and generative adversarial networks as explained below: Due to the linear texture models, many of the state-of-the-art methods are still not capable of reconstructing facial textures with high-frequency details. For this, we take a radically different approach and build a high-quality texture model by Generative Adversarial Networks (GANs) that preserves details. That is, we utilize GANs to train a very powerful generator of facial texture in the UV space. And then show that it is possible to employ this generator network as a statistical texture prior to 3DMM fitting. The resulting texture reconstructions are plausible and photorealistic as GANs are faithful to the real-data distribution in both low- and high- frequency domains. Then, we revisit the conventional 3DMM fitting approaches making use of non-linear optimization to find the optimal latent parameters that best reconstruct the test image but under a new perspective. We propose to optimize the parameters with the supervision of pretrained deep identity features through our end-to-end differentiable framework. In order to be robust towards initialization and expedite the fitting process, we also propose a novel self-supervised regression-based approach. We demonstrate excellent 3D face reconstructions that are photorealistic and identity preserving and achieve for the first time, to the best of our knowledge, facial texture reconstruction with high-frequency details. In order to extend the non-linear texture model for photo-realistic 3D face synthesis, we present a methodology that generates high-quality texture, shape, and normals jointly. To do so, we propose a novel GAN that can generate data from different modalities while exploiting their correlations. Furthermore, we demonstrate how we can condition the generation on the expression and create faces with various facial expressions. Additionally, we study another approach for photo-realistic face synthesis by 3D guidance. This study proposes to generate 3D faces by linear 3DMM and then augment their 2D rendering by an image-to-image translation network to the photorealistic face domain. Both works demonstrate excellent photorealistic face synthesis and show that the generated faces are improving face recognition benchmarks as synthetic training data. Finally, we study expression reconstruction for personalized 3D face models where we improve generalization and robustness of expression encoding. First, we propose a 3D augmentation approach on 2D head-mounted camera images to increase robustness to perspective changes. And, we also propose to train generic expression encoder network by populating the number of identities with a novel multi-id personalized model training architecture in a self-supervised manner. Both approaches show promising results in both qualitative and quantitative experiments.Open Acces
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