Development of a Virtual Environment for Rapid Generation of Synthetic Training Images for Artificial Intelligence Object Recognition
<p>Flowchart of synthetic data generation and their validation.</p> "> Figure 2
<p>Overview of virtual scene creation.</p> "> Figure 3
<p>Dataset generation process.</p> "> Figure 4
<p>The 3D scanning experiment: 1 refers to device 1 and 2 refers to device 2, respectively.</p> "> Figure 5
<p>Highlight removal comparison part 1, where different rows indicate scanned data for different objects. (<b>a</b>) Original images; (<b>b</b>) processed image; (<b>c</b>) original images (heat map); (<b>d</b>) processed image (heat map).</p> "> Figure 6
<p>Highlight removal comparison part 2, where different rows indicate scanned data for different objects. (<b>a</b>) Original images, (<b>b</b>) processed image, (<b>c</b>) original images (heat map), (<b>d</b>) processed image (heat map).</p> "> Figure 7
<p>Comparison of scanned models and actual models. (<b>a</b>) White knight, (<b>b</b>) Black knight, (<b>c</b>) White bishop, (<b>d</b>) Black bishop.</p> "> Figure 8
<p>Presentation of synthetic dataset.</p> "> Figure 9
<p>Demonstration of semantic segmentation graph. Yellow represents the Knight, white represents the Pawn, green represents the Bishop, and blue represents the Rook.</p> "> Figure 10
<p>Capture images during continuous collisions.</p> "> Figure 11
<p>Depth images.</p> "> Figure 12
<p>Curves of F1 score, precision, and recall versus confidence for different categories.</p> "> Figure 13
<p>Confusion matrix.</p> "> Figure 14
<p>Heat map of data distribution and target box locations.</p> "> Figure 15
<p>Losses during training and validation and changes in evaluation metrics.</p> "> Figure 16
<p>Actual test result graph (YOLO). The masked Knight confidence level for the first column of 4 rows is 0.94.</p> "> Figure 16 Cont.
<p>Actual test result graph (YOLO). The masked Knight confidence level for the first column of 4 rows is 0.94.</p> "> Figure 17
<p>Curves of average precision for different categories.</p> "> Figure 18
<p>Curves of F1 score for different categories.</p> "> Figure 19
<p>Curves of precision for different categories.</p> "> Figure 20
<p>Curves of recall for different categories.</p> "> Figure 21
<p>Log-average miss rate.</p> "> Figure 22
<p>Ground truth information.</p> "> Figure 23
<p>Actual test result graph (Swin Transformer).</p> ">
Abstract
:1. Introduction
2. Literature Review
2.1. The Application of Virtual Environments
- Because all the data are based on the game GTA-V, although its visual effects are coming closer to reality with the updates, as a game it still has its own unique colour scheme, object texture, and composition. Models trained under this ‘game aesthetic’ may not be able to adapt to the diversity of real scenes.
- The scene layout in the game mainly focuses on urban environments, with insufficient coverage of rural, industrial, and natural scenes. This limitation leads to poor performance of the model when applied to other types of scenes, which affects its range of practical applications.
2.2. Eliminating Specular Reflection
2.3. Light and Shadow Settings in Virtual Environments
2.3.1. Setting the Shadow
2.3.2. Setting up Reflections
2.4. Research Gaps
- Limited customisation: Existing synthetic data generation tools often lack high levels of customisation, making it difficult to precisely tailor them to specific scenarios or specific objects of recognition. This limits the practicality and flexibility of these tools in specific application scenarios.
- Insufficient data authenticity and diversity: Although synthetic data can partially replace real data, there is still a gap in authenticity and diversity.
- Enhanced customisation: It provides a high level of customisation, enabling users to tailor the environment precisely to specific scenarios and recognition objects, increasing the applicability of the generated data.
- Improved data diversity: It supports the simulation of diverse and complex dynamic scenarios, enhancing the realism and variability of the synthetic data to meet different application needs.
3. Methodology
- Select the 3D target object and create its digital model using a 3D scanner. Chess was chosen as the recognition target for this study.
- After the digital model of the target object has been created, the next step is to optimise its texture to remove highlight reflections. This process ensures that the texture is suitable for use in a 3D environment and does not introduce any artefacts that could affect the accuracy of the object recognition algorithm.
- After the target model is ready, it is imported into a 3D virtual environment. This environment acts as a virtual world in which various scenarios can be simulated.
- In this environment, various backgrounds and textures are applied, and target objects are placed randomly. This variety is essential to create a dataset with good generalisation.
- This environment implements virtual cameras that capture images from a variety of angles and positions. This virtual camera mimics the behaviour of a real camera and is an important part of generating a realistic dataset.
- The final output is a synthetic image dataset used to train the object recognition algorithm.
- The final output is a synthetic image dataset for training that will be used to train the object recognition algorithm. YOLO v8 and Swin Transformer are chosen as the validation models in this study because YOLO v8 excels in real-time and efficiency and is suitable for fast detection, while Swin Transformer possesses a powerful feature representation and is good at dealing with complex scenes. Leveraging the strengths of both models allows for a more comprehensive evaluation of the dataset’s quality and applicability.
- In the evaluation testing phase, the quality of the dataset is assessed by analysing various image data from the model training results, and testing is also carried out on real data images to validate the performance of the algorithms in real applications.
3.1. Specular Reflection Removal
3.1.1. Dichromatic Reflection Model
3.1.2. Separation of Diffuse and Specular Reflections
3.1.3. Separation of Diffuse and Specular Reflections
Algorithm 1 Specular Reflection Separation Algorithm |
Input:
Highlighted image Output: Diffuse reflection , Specular reflection
|
3.1.4. GPU Acceleration
3.2. Establishment of the Virtual Environment
3.2.1. Virtual Camera
- Data acquisition and synthesis: Various types of data can be generated in the virtual environment, including RGB images, depth images, semantic segmentation images, instance segmentation images, etc.
- Annotation generation: Annotations corresponding to the image data are automatically generated, including the category, position, bounding box, and occlusion information of the objects. These annotations can be used to train machine learning models.
- Label and truth data: Provides accurate labels and truth data, which may be difficult to obtain in the real world. For example, it is possible to accurately label the poses and key points of objects.
- Data export: The generated images and annotated data can be exported to solo format for easy integration with machine learning frameworks (e.g., TensorFlow, PyTorch).
3.2.2. Randomiser
- Object attribute randomisation: Randomises attributes such as colour, texture, position, rotation, and scaling of objects.
- Scene element randomisation: Randomises lighting conditions, background, camera parameters, etc., in the scene.
- Custom randomisation: Users can write custom randomisers to flexibly control the randomisation logic of any scene element.
- Randomisation frequency control: Set the frequency of randomisation, e.g., every frame, every N frames, or based on specific event triggers.
- Light randomiser: Randomises light source properties in the scene, such as light source type, intensity, colour, and position.
- Rotation randomiser: Randomises the rotation angle of an object so that it is rendered at different angles in the scene.
- Foreground position randomiser: Randomises the position of target recognition objects to increase the diversity of object positions in the dataset.
- Light angle randomiser: Randomises the angle of the light source to simulate different lighting conditions and increase the diversity of the dataset.
- Camera angle randomiser: We also develop a camera angle randomiser based on a custom tutorial to simulate multi-angle camera shooting situations.
3.2.3. Background Selection Criteria
- Primarily matching real-world contexts: The main basis for background selection is the typical real-world contexts in which the target object is commonly found, ensuring the object appears in a realistic and plausible setting within the virtual environment. This helps the model accurately learn the relationship between the target object and its usual environment, enhancing its performance in real-world applications.
- Supplementing with irrelevant objects or colours: While maintaining background realism and relevance, we moderately introduce irrelevant objects or colours to simulate real-world complexity. Such distractions increase scene diversity during model training, allowing for better adaptation to varied environments and enhancing robustness against interference.
3.2.4. Processing of Datasets
3.3. Monocular Ranging
4. Experiment and Results
4.1. Experimental Preparation
4.1.1. Target Acquisition
4.1.2. Virtual Environment Creation
4.2. Results
4.2.1. Specular Highlight Removal
4.2.2. 3D Model Scanning
4.2.3. Synthetic Datasets
- Image consistency issue: The depth information across different parts of the image is inconsistent. In this study, the depth images are merely an add-on to the synthetic data generation and do not represent a unified depth scene.
- Background clutter issue: The main reason for this issue is that during the generation of synthetic data, the images were primarily captured during the process of model objects falling and colliding. The depth images, being an add-on, also reflect this process.
4.3. Validation Dataset
4.3.1. YOLO Validation Dataset
4.3.2. Swin Transformer Validation Dataset
5. Discussion
6. Conclusions
Future Work
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Author and Year | Engine | Dataset/Engine Name | Task | Limitations |
---|---|---|---|---|
German Ros et al. [4] | Unity | SYNTHIA | Semantic segmentation | Primarily focused on urban environments; lacking diversity in other scenes, limiting generalisation to the real world. |
Adrien Gaidon et al. [5] | Unity | N/A | Object detection, tracking, scene and instance segmentation, depth, optical flow | Synthetic data still present a “domain gap” with real data, potentially affecting model performance in real-world applications. |
Alexey Dosovitskiy et al. [6] | Unreal Engine | CARLA | Autonomous driving simulation | Virtual environment mainly includes urban and highway scenes; lacking rural or complex road conditions, limiting generalizability. |
Xiaoxiao et al. [7] | Unity | PersonX | Pedestrian re-identification | Limited pedestrian models and scenes; insufficient to capture diverse pedestrian characteristics and lighting in real environments. |
Manolis et al. [8] | Unity | MINOS | Indoor navigation | Constrained to indoor environments, limiting its applicability to outdoor or more complex multi-scene tasks. |
Slawomir Bak et al. [9] | Unity | SyRI | Person re-identification | Focused solely on lighting variations; lacking other factors affecting re-identification, such as occlusion and diverse pedestrian poses. |
Dataset/Engine | Task | Description |
---|---|---|
SAIL-VOS [10] | For studying semantic occlusion segmentation | New dataset containing pixel-level visible and occluded segmentation masks and semantic labels for over 1.8 million objects, with 100 times more annotation than existing datasets. |
Crowd Counting [11] | Headcount for crowd scenes | A large, diverse, and comprehensive dataset for crowd counter pre-training was constructed in the GTA-V crowd scenario using the data collector and annotator. |
G2D [12] | Ultra-realistic computer-generated images of urban streetscapes for computer vision researchers | Users can interact directly with G2D in-game to manipulate virtual environmental conditions in real time, such as weather, season, time of day, and traffic density, and automatically capture the screen. |
Playing for data [13] | For rapid creation of pixel-accurate semantic labelling maps for images extracted from computers | Creates a wrapper that connects the game to the operating system to record, modify, and reproduce rendering commands. Processing rendering resources through hashing allows for the generation of object signatures and the creation of pixel-accurate object labels, eliminating the need to track boundaries. |
Sim [14] | Methods for providing datasets primarily for deep training of autonomous driving scenarios | Development of an accelerated deep learning algorithm training method for computer vision and robotics tasks using open-source plugins Script Hook V and Script Hook V.NET to capture synthetic annotated data in the game GTA-V. |
JTA [15] | A body part dataset for people tracking in urban scenes | For accurate detection of multiplayer tracking in open-world environments, a virtual dataset was developed using a deep network architecture in order to overcome the difficulties of lack of tracking, and body part occlusion annotation. |
Method | Description | Applicable Scenarios |
---|---|---|
Shadow texture | Creates a flat object with a shadow map and transparent shader for low performance consumption but limited to flat surfaces. Suitable for simple scenes. | Simple scenes, low-quality shadows |
Projector projection | Uses the Projector component and Shadow Material to project shadows on different heights with good performance but limited quality. Ideal for medium complexity scenes, balancing performance and effect. | Medium complexity scenes, balancing performance and effect |
Spotlight | Utilises a Spotlight object with real-time shadows for high-quality shadows at a high-performance cost. Best for scenes requiring high-quality shadows. | Scenes requiring high-quality shadows |
RenderTexture and Projector | Combines RenderTexture with a Projector for pseudo-real-time shadows, balancing quality and performance. Suitable for scenes needing good effects with controlled performance impact. | Scenes needing good effects with controlled performance impact |
Shadow map | Captures light and shadow with a camera and RenderTexture, using a shader for high-quality dynamic shadows. Best for complex scenes despite the implementation complexity. | Complex scenes, high-quality dynamic shadows |
Method | Description | Applicable Scenarios |
---|---|---|
Static shadows | Precompute and bake shadows during the lighting build process; low performance overhead, but shadows remain static and cannot be dynamically updated. Suitable for static scenes. | Static scenes, low performance overhead. |
Dynamic shadows | Calculate and update shadows in real time; suitable for scenarios requiring dynamic shadow changes, but may increase performance overhead. | Scenarios requiring dynamic shadow changes. |
Hard/soft shadows | Choose between hard or soft shadow effects based on requirements, with hard shadows suitable for strong light environments, while soft shadows offer a more natural appearance. | Choose based on lighting environment requirements. |
Volumetric shadows | Generate realistic light scattering and shadow effects; suitable for complex environments, but with high computational demands. | Complex environments, realistic light scattering and shadow effects. |
Distance field shadows | Compute shadows by generating distance field volume data; suitable for large-scale scenes but with high resource requirements. | Large-scale scenes, high resource requirements. |
Shadow maps | Utilise rendered depth maps to generate shadows, providing high-quality dynamic shadows; requires careful resolution settings to balance performance and quality. | High-quality dynamic shadows, balancing performance and quality. |
Ray-traced shadows | Generate realistic shadow effects using ray tracing technology; demands high-performance hardware. | Realistic shadow effects, high-performance hardware requirements. |
Method | Description |
---|---|
Reflection probes | Place reflection probes in the scene to capture environmental information, such as surrounding objects’ colours, lighting, and reflections. Then, apply these probes to objects requiring reflection effects to simulate surface reflections. |
Skybox | Utilise Unity’s Skybox feature to simulate the appearance of the sky and reflect it onto object surfaces. By selecting an appropriate Skybox material and applying it to the scene, you can achieve reflection effects by reflecting the environment onto object surfaces. |
Custom shader | Write custom shaders to achieve finer control over reflection effects, including specular reflection, refraction, and more. By crafting custom shaders, you can implement various complex reflection effects according to your requirements. |
Method | Description |
---|---|
Reflection capture actors | Capture reflection data of the environment, including nearby objects, lighting, and the sky, by placing these actors in the scene. |
Reflection probes | Similar to Unity’s reflection probes, these capture environment reflection data and apply it to scene objects, providing accurate reflection information as needed. |
Planar reflections | Simulate reflections on flat surfaces like floors, water, or mirrors based on specified plane positions and directions. |
Screen space reflections (SSRs) | Compute reflections based on on-screen information, offering performance savings but potentially lower precision compared to other methods. |
Material reflections | Create materials with reflection properties to achieve reflection effects, allowing customisation for various characteristics like metallic surfaces or smooth reflections. |
Image Pair | VIF | SSIM | MSE | PSNR |
---|---|---|---|---|
1.1 | 0.0255 | 0.9950 | 98.3681 | 28.2023 |
1.2 | 0.0617 | 0.9960 | 78.5781 | 29.1778 |
1.3 | 0.5122 | 0.9932 | 51.7563 | 30.9912 |
1.4 | 0.8430 | 0.9886 | 99.1844 | 28.1664 |
1.5 | 0.3229 | 0.9951 | 34.6164 | 32.7380 |
2.1 | 0.7991 | 0.9982 | 14.4308 | 36.5379 |
2.2 | 0.3646 | 0.9983 | 16.6276 | 35.9225 |
2.3 | 0.8441 | 0.9979 | 16.4571 | 35.9673 |
2.4 | 0.3445 | 0.9945 | 76.5607 | 29.2907 |
2.5 | 0.4334 | 0.9953 | 45.8617 | 31.5163 |
No. | Target | Actual World Coordinates | Algorithmic World Coordinates |
---|---|---|---|
1 | Bishop | (0, 0, −1) | (0, −0.14, −0.8) |
2 | Bishop | (0, 1.5,−1) | (0, 1.42, −1.08) |
3 | Bishop | (0, −1.5, −1) | (0, −1.71, −0.83) |
4 | Bishop | (1, 0, −1) | (1.05, −0.14, −0.77) |
5 | Bishop | (−1, 0, −1) | (−1.05, −0.14, −0.78) |
6 | Knight | (0, 0, −1) | (0.05, −0.18, −0.95) |
7 | Knight | (0, 1.5, −1) | (0.05, 1.38, −0.80) |
8 | Knight | (0, −1.5, −1) | (0.05, −1.75, −0.8) |
9 | Knight | (1.5, 0, −1) | (1.61, −0.18, −0.91) |
10 | Knight | (−1.5, 0, −1) | (−1.51, −0.18, −1.03) |
No. | Target | Relative Direction (Camera) |
---|---|---|
1 | Bishop | (0.0, −0.0026, 0.999997) |
2 | Bishop | (0.0, 0.0268, 0.99964) |
3 | Bishop | (0.0, −0.0321, 0.99948) |
4 | Bishop | (0.0197, −0.0026, 0.99980) |
5 | Bishop | (−0.0197, −0.0026, 0.99980) |
6 | Knight | (−0.0009, −0.0033, 0.999993) |
7 | Knight | (−0.0009, 0.0259, 0.99966) |
8 | Knight | (0.0009, −0.0328, 0.99945) |
9 | Knight | (0.0303, −0.0034, 0.99953) |
10 | Knight | (−0.0285,−0.0034, 0.99958) |
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Wang, C.; Tinsley, L.; Honarvar Shakibaei Asli, B. Development of a Virtual Environment for Rapid Generation of Synthetic Training Images for Artificial Intelligence Object Recognition. Electronics 2024, 13, 4740. https://doi.org/10.3390/electronics13234740
Wang C, Tinsley L, Honarvar Shakibaei Asli B. Development of a Virtual Environment for Rapid Generation of Synthetic Training Images for Artificial Intelligence Object Recognition. Electronics. 2024; 13(23):4740. https://doi.org/10.3390/electronics13234740
Chicago/Turabian StyleWang, Chenyu, Lawrence Tinsley, and Barmak Honarvar Shakibaei Asli. 2024. "Development of a Virtual Environment for Rapid Generation of Synthetic Training Images for Artificial Intelligence Object Recognition" Electronics 13, no. 23: 4740. https://doi.org/10.3390/electronics13234740
APA StyleWang, C., Tinsley, L., & Honarvar Shakibaei Asli, B. (2024). Development of a Virtual Environment for Rapid Generation of Synthetic Training Images for Artificial Intelligence Object Recognition. Electronics, 13(23), 4740. https://doi.org/10.3390/electronics13234740