20,254 research outputs found

    Weakly supervised 3D Reconstruction with Adversarial Constraint

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    Supervised 3D reconstruction has witnessed a significant progress through the use of deep neural networks. However, this increase in performance requires large scale annotations of 2D/3D data. In this paper, we explore inexpensive 2D supervision as an alternative for expensive 3D CAD annotation. Specifically, we use foreground masks as weak supervision through a raytrace pooling layer that enables perspective projection and backpropagation. Additionally, since the 3D reconstruction from masks is an ill posed problem, we propose to constrain the 3D reconstruction to the manifold of unlabeled realistic 3D shapes that match mask observations. We demonstrate that learning a log-barrier solution to this constrained optimization problem resembles the GAN objective, enabling the use of existing tools for training GANs. We evaluate and analyze the manifold constrained reconstruction on various datasets for single and multi-view reconstruction of both synthetic and real images

    Generative Model with Coordinate Metric Learning for Object Recognition Based on 3D Models

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    Given large amount of real photos for training, Convolutional neural network shows excellent performance on object recognition tasks. However, the process of collecting data is so tedious and the background are also limited which makes it hard to establish a perfect database. In this paper, our generative model trained with synthetic images rendered from 3D models reduces the workload of data collection and limitation of conditions. Our structure is composed of two sub-networks: semantic foreground object reconstruction network based on Bayesian inference and classification network based on multi-triplet cost function for avoiding over-fitting problem on monotone surface and fully utilizing pose information by establishing sphere-like distribution of descriptors in each category which is helpful for recognition on regular photos according to poses, lighting condition, background and category information of rendered images. Firstly, our conjugate structure called generative model with metric learning utilizing additional foreground object channels generated from Bayesian rendering as the joint of two sub-networks. Multi-triplet cost function based on poses for object recognition are used for metric learning which makes it possible training a category classifier purely based on synthetic data. Secondly, we design a coordinate training strategy with the help of adaptive noises acting as corruption on input images to help both sub-networks benefit from each other and avoid inharmonious parameter tuning due to different convergence speed of two sub-networks. Our structure achieves the state of the art accuracy of over 50\% on ShapeNet database with data migration obstacle from synthetic images to real photos. This pipeline makes it applicable to do recognition on real images only based on 3D models.Comment: 14 page

    Discrete event simulation and virtual reality use in industry: new opportunities and future trends

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    This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets

    FlightGoggles: A Modular Framework for Photorealistic Camera, Exteroceptive Sensor, and Dynamics Simulation

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    FlightGoggles is a photorealistic sensor simulator for perception-driven robotic vehicles. The key contributions of FlightGoggles are twofold. First, FlightGoggles provides photorealistic exteroceptive sensor simulation using graphics assets generated with photogrammetry. Second, it provides the ability to combine (i) synthetic exteroceptive measurements generated in silico in real time and (ii) vehicle dynamics and proprioceptive measurements generated in motio by vehicle(s) in a motion-capture facility. FlightGoggles is capable of simulating a virtual-reality environment around autonomous vehicle(s). While a vehicle is in flight in the FlightGoggles virtual reality environment, exteroceptive sensors are rendered synthetically in real time while all complex extrinsic dynamics are generated organically through the natural interactions of the vehicle. The FlightGoggles framework allows for researchers to accelerate development by circumventing the need to estimate complex and hard-to-model interactions such as aerodynamics, motor mechanics, battery electrochemistry, and behavior of other agents. The ability to perform vehicle-in-the-loop experiments with photorealistic exteroceptive sensor simulation facilitates novel research directions involving, e.g., fast and agile autonomous flight in obstacle-rich environments, safe human interaction, and flexible sensor selection. FlightGoggles has been utilized as the main test for selecting nine teams that will advance in the AlphaPilot autonomous drone racing challenge. We survey approaches and results from the top AlphaPilot teams, which may be of independent interest.Comment: Initial version appeared at IROS 2019. Supplementary material can be found at https://flightgoggles.mit.edu. Revision includes description of new FlightGoggles features, such as a photogrammetric model of the MIT Stata Center, new rendering settings, and a Python AP

    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
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