Understanding the surrounding environment of the vehicle is still one of the challenges for autonomous driving. This paper addresses 360-degree road scene semantic segmentation using surround view cameras, which are widely equipped in existing production cars. First, in order to address large distortion problem in the fisheye images, Restricted Deformable Convolution (RDC) is proposed for semantic segmentation, which can effectively model geometric transformations by learning the shapes of convolutional filters conditioned on the input feature map. Second, in order to obtain a large-scale training set of surround view images, a novel method called zoom augmentation is proposed to transform conventional images to fisheye images. Finally, an RDC based semantic segmentation model is built. The model is trained for real-world surround view images through a multi-task learning architecture by combining real-world images with transformed images. Experiments demonstrate the effectiveness of the RDC to handle images with large distortions, and the proposed approach shows a good performance using surround view cameras with the help of the transformed images.
Some datasets for semantic road scene understanding have been created, for example, CamVid @cite_21 , Cityscapes @cite_9 , and Mapillary Vistas @cite_17 . Cityscapes is a large-scale dataset for semantic urban scene understanding with 5000 finely annotated images. The images are captured from Europe using forward-looking conventional cameras. Data annotation as well as data collection is time consuming and expensive. Therefore, another increasingly popular way to overcome the lack of large-scale dataset is explored by the usage of synthetic data, such as SYNTHIA @cite_6 , Virtual KITTI @cite_30 , and GTA-V @cite_28 . Synthetic data is usually used to augment real training data @cite_6 @cite_7 . SYNTHIA is generated by rendering a virtual city created with the Unity development platform for semantic segmentation of driving scenes. Our previous works @cite_12 can also be regarded as a synthetic dataset which is transformed from a real large-scale conventional image dataset. None of these datasets is created using surround view cameras.
@cite_30 @cite_7 @cite_28 @cite_9 @cite_21 @cite_6 @cite_12 @cite_17
1682148205 2748021867 2766577666 2952787450
In this paper we propose a method to generate a large scale and accurate dense 3D semantic map of street scenes. A dense 3D semantic model of the environment can significantly improve a number of robotic applications such as autonomous driving, navigation or localisation. Instead of using offline trained classifiers for semantic segmentation, our approach employs a data-driven, nonparametric method to parse scenes which easily scale to a large environment and generalise to different scenes. We use stereo image pairs collected from cameras mounted on a moving car to produce dense depth maps which are combined into a global 3D reconstruction using camera poses from stereo visual odometry. Simultaneously, 2D automatic semantic segmentation using a nonparametric scene parsing method is fused into the 3D model. Furthermore, the resultant 3D semantic model is improved with the consideration of moving objects in the scene. We demonstrate our method on the publicly available KITTI dataset and evaluate the performance against manually generated ground truth. This work addresses the problem of semantic foggy scene understanding (SFSU). Although extensive research has been performed on image dehazing and on semantic scene understanding with clear-weather images, little attention has been paid to SFSU. Due to the difficulty of collecting and annotating foggy images, we choose to generate synthetic fog on real images that depict clear-weather outdoor scenes, and then leverage these partially synthetic data for SFSU by employing state-of-the-art convolutional neural networks (CNN). In particular, a complete pipeline to add synthetic fog to real, clear-weather images using incomplete depth information is developed. We apply our fog synthesis on the Cityscapes dataset and generate Foggy Cityscapes with 20,550 images. SFSU is tackled in two ways: (1) with typical supervised learning, and (2) with a novel type of semi-supervised learning, which combines (1) with an unsupervised supervision transfer from clear-weather images to their synthetic foggy counterparts. In addition, we carefully study the usefulness of image dehazing for SFSU. For evaluation, we present Foggy Driving, a dataset with 101 real-world images depicting foggy driving scenes, which come with ground truth annotations for semantic segmentation and object detection. Extensive experiments show that (1) supervised learning with our synthetic data significantly improves the performance of state-of-the-art CNN for SFSU on Foggy Driving; (2) our semi-supervised learning strategy further improves performance; and (3) image dehazing marginally advances SFSU with our learning strategy. The datasets, models and code are made publicly available. In this paper, we address semantic segmentation of road-objects from 3D LiDAR point clouds. In particular, we wish to detect and categorize instances of interest, such as cars, pedestrians and cyclists. We formulate this problem as a point- wise classification problem, and propose an end-to-end pipeline called SqueezeSeg based on convolutional neural networks (CNN): the CNN takes a transformed LiDAR point cloud as input and directly outputs a point-wise label map, which is then refined by a conditional random field (CRF) implemented as a recurrent layer. Instance-level labels are then obtained by conventional clustering algorithms. Our CNN model is trained on LiDAR point clouds from the KITTI dataset, and our point-wise segmentation labels are derived from 3D bounding boxes from KITTI. To obtain extra training data, we built a LiDAR simulator into Grand Theft Auto V (GTA-V), a popular video game, to synthesize large amounts of realistic training data. Our experiments show that SqueezeSeg achieves high accuracy with astonishingly fast and stable runtime (8.7 ms per frame), highly desirable for autonomous driving applications. Furthermore, additionally training on synthesized data boosts validation accuracy on real-world data. Our source code and synthesized data will be open-sourced. 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.