626 research outputs found

    The Right (Angled) Perspective: Improving the Understanding of Road Scenes Using Boosted Inverse Perspective Mapping

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    Many tasks performed by autonomous vehicles such as road marking detection, object tracking, and path planning are simpler in bird's-eye view. Hence, Inverse Perspective Mapping (IPM) is often applied to remove the perspective effect from a vehicle's front-facing camera and to remap its images into a 2D domain, resulting in a top-down view. Unfortunately, however, this leads to unnatural blurring and stretching of objects at further distance, due to the resolution of the camera, limiting applicability. In this paper, we present an adversarial learning approach for generating a significantly improved IPM from a single camera image in real time. The generated bird's-eye-view images contain sharper features (e.g. road markings) and a more homogeneous illumination, while (dynamic) objects are automatically removed from the scene, thus revealing the underlying road layout in an improved fashion. We demonstrate our framework using real-world data from the Oxford RobotCar Dataset and show that scene understanding tasks directly benefit from our boosted IPM approach.Comment: equal contribution of first two authors, 8 full pages, 6 figures, accepted at IV 201

    Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art

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    Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or vegetation, that do not require gameplay function considerations. There is also a breadth of literature examining the procedural generation of such elements for purposes outside of games. The body of research, focused on specific methods for generating specific assets, provides a narrow view of the available possibilities. Hence, it is difficult to have a clear picture of all approaches and possibilities, with no guide for interested parties to discover possible methods and approaches for their needs, and no facility to guide them through each technique or approach to map out the process of using them. Therefore, a systematic literature review has been conducted, yielding 200 accepted papers. This paper explores state-of-the-art approaches to graphical asset generation, examining research from a wide range of applications, inside and outside of games. Informed by the literature, a conceptual framework has been derived to address the aforementioned gaps

    YoloCurvSeg: You Only Label One Noisy Skeleton for Vessel-style Curvilinear Structure Segmentation

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    Weakly-supervised learning (WSL) has been proposed to alleviate the conflict between data annotation cost and model performance through employing sparsely-grained (i.e., point-, box-, scribble-wise) supervision and has shown promising performance, particularly in the image segmentation field. However, it is still a very challenging problem due to the limited supervision, especially when only a small number of labeled samples are available. Additionally, almost all existing WSL segmentation methods are designed for star-convex structures which are very different from curvilinear structures such as vessels and nerves. In this paper, we propose a novel sparsely annotated segmentation framework for curvilinear structures, named YoloCurvSeg, based on image synthesis. A background generator delivers image backgrounds that closely match real distributions through inpainting dilated skeletons. The extracted backgrounds are then combined with randomly emulated curves generated by a Space Colonization Algorithm-based foreground generator and through a multilayer patch-wise contrastive learning synthesizer. In this way, a synthetic dataset with both images and curve segmentation labels is obtained, at the cost of only one or a few noisy skeleton annotations. Finally, a segmenter is trained with the generated dataset and possibly an unlabeled dataset. The proposed YoloCurvSeg is evaluated on four publicly available datasets (OCTA500, CORN, DRIVE and CHASEDB1) and the results show that YoloCurvSeg outperforms state-of-the-art WSL segmentation methods by large margins. With only one noisy skeleton annotation (respectively 0.14%, 0.03%, 1.40%, and 0.65% of the full annotation), YoloCurvSeg achieves more than 97% of the fully-supervised performance on each dataset. Code and datasets will be released at https://github.com/llmir/YoloCurvSeg.Comment: 11 pages, 10 figures, submitted to IEEE Transactions on Medical Imaging (TMI

    Practical License Plate Recognition in Unconstrained Surveillance Systems with Adversarial Super-Resolution

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    Although most current license plate (LP) recognition applications have been significantly advanced, they are still limited to ideal environments where training data are carefully annotated with constrained scenes. In this paper, we propose a novel license plate recognition method to handle unconstrained real world traffic scenes. To overcome these difficulties, we use adversarial super-resolution (SR), and one-stage character segmentation and recognition. Combined with a deep convolutional network based on VGG-net, our method provides simple but reasonable training procedure. Moreover, we introduce GIST-LP, a challenging LP dataset where image samples are effectively collected from unconstrained surveillance scenes. Experimental results on AOLP and GIST-LP dataset illustrate that our method, without any scene-specific adaptation, outperforms current LP recognition approaches in accuracy and provides visual enhancement in our SR results that are easier to understand than original data.Comment: Accepted at VISAPP, 201

    Generative Adversarial Networks Based Scene Generation on Indian Driving Dataset

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    The rate of advancement in the field of artificial intelligence (AI) has drastically increased over the past twenty years or so. From AI models that can classify every object in an image to realistic chatbots, the signs of progress can be found in all fields. This work focused on tackling a relatively new problem in the current scenario-generative capabilities of AI. While the classification and prediction models have matured and entered the mass market across the globe, generation through AI is still in its initial stages. Generative tasks consist of an AI model learning the features of a given input and using these learned values to generate completely new output values that were not originally part of the input dataset. The most common input type given to generative models are images. The most popular architectures for generative models are autoencoders and generative adversarial networks (GANs). Our study aimed to use GANs to generate realistic images from a purely semantic representation of a scene. While our model can be used on any kind of scene, we used the Indian Driving Dataset to train our model. Through this work, we could arrive at answers to the following questions: (1) the scope of GANs in interpreting and understanding textures and variables in complex scenes; (2) the application of such a model in the field of gaming and virtual reality; (3) the possible impact of generating realistic deep fakes on society

    Generative Adversarial Networks Based Scene Generation on Indian Driving Dataset

    Get PDF
    The rate of advancement in the field of artificial intelligence (AI) has drastically increased over the past twenty years or so. From AI models that can classify every object in an image to realistic chatbots, the signs of progress can be found in all fields. This work focused on tackling a relatively new problem in the current scenario-generative capabilities of AI. While the classification and prediction models have matured and entered the mass market across the globe, generation through AI is still in its initial stages. Generative tasks consist of an AI model learning the features of a given input and using these learned values to generate completely new output values that were not originally part of the input dataset. The most common input type given to generative models are images. The most popular architectures for generative models are autoencoders and generative adversarial networks (GANs). Our study aimed to use GANs to generate realistic images from a purely semantic representation of a scene. While our model can be used on any kind of scene, we used the Indian Driving Dataset to train our model. Through this work, we could arrive at answers to the following questions: (1) the scope of GANs in interpreting and understanding textures and variables in complex scenes; (2) the application of such a model in the field of gaming and virtual reality; (3) the possible impact of generating realistic deep fakes on society

    From Model-Based to Data-Driven Simulation: Challenges and Trends in Autonomous Driving

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    Simulation is an integral part in the process of developing autonomous vehicles and advantageous for training, validation, and verification of driving functions. Even though simulations come with a series of benefits compared to real-world experiments, various challenges still prevent virtual testing from entirely replacing physical test-drives. Our work provides an overview of these challenges with regard to different aspects and types of simulation and subsumes current trends to overcome them. We cover aspects around perception-, behavior- and content-realism as well as general hurdles in the domain of simulation. Among others, we observe a trend of data-driven, generative approaches and high-fidelity data synthesis to increasingly replace model-based simulation.Comment: Ferdinand M\"utsch, Helen Gremmelmaier, and Nicolas Becker contributed equally. Accepted for publication at CVPR 2023 VCAD worksho
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