Automating the navigation of unmanned aerial vehicles (UAVs) in diverse scenarios has gained much attention in recent years. However, teaching UAVs to fly in challenging environments remains an unsolved problem, mainly due to the lack of training data. In this paper, we train a deep neural network to predict UAV controls from raw image data for the task of autonomous UAV racing in a photo-realistic simulation. Training is done through imitation learning with data augmentation to allow for the correction of navigation mistakes. Extensive experiments demonstrate that our trained network (when sufficient data augmentation is used) outperforms state-of-the-art methods and flies more consistently than many human pilots. Additionally, we show that our optimized network architecture can run in real-time on embedded hardware, allowing for efficient on-board processing critical for real-world deployment. From a broader perspective, our results underline the importance of extensive data augmentation techniques to improve robustness in end-to-end learning setups.
Simulation. As mentioned earlier, generating diverse natural' training data for sequential decision making through SL is tedious. Generating additional data for exploration purposes (i.e. in scenarios where both input and output pairs have to be generated) is much more so. Therefore, a lot of attention from the community is being given to simulators (or games) for this source of data. In fact, a broad range of work has exploited them recently for these types of learning, namely in animation and motion planning @cite_42 @cite_17 @cite_14 @cite_32 @cite_1 @cite_7 @cite_37 , scene understanding @cite_25 @cite_3 , pedestrian detection @cite_5 , and identification of 2D 3D objects @cite_36 @cite_45 @cite_16 . For instance, the authors of @cite_42 used Unity, a video game engine similar to Unreal Engine, to teach a bird how to fly in simulation.
@cite_37 @cite_14 @cite_7 @cite_36 @cite_42 @cite_1 @cite_32 @cite_3 @cite_45 @cite_5 @cite_16 @cite_25 @cite_17
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With recent progress in graphics, it has become more tractable to train models on synthetic images, potentially avoiding the need for expensive annotations. However, learning from synthetic images may not achieve the desired performance due to a gap between synthetic and real image distributions. To reduce this gap, we propose Simulated+Unsupervised (S+U) learning, where the task is to learn a model to improve the realism of a simulators output using unlabeled real data, while preserving the annotation information from the simulator. We develop a method for S+U learning that uses an adversarial network similar to Generative Adversarial Networks (GANs), but with synthetic images as inputs instead of random vectors. We make several key modifications to the standard GAN algorithm to preserve annotations, avoid artifacts, and stabilize training: (i) a self-regularization term, (ii) a local adversarial loss, and (iii) updating the discriminator using a history of refined images. We show that this enables generation of highly realistic images, which we demonstrate both qualitatively and with a user study. We quantitatively evaluate the generated images by training models for gaze estimation and hand pose estimation. We show a significant improvement over using synthetic images, and achieve state-of-the-art results on the MPIIGaze dataset without any labeled real data. With recent progress in graphics, it has become more tractable to train models on synthetic images, potentially avoiding the need for expensive annotations. However, learning from synthetic images may not achieve the desired performance due to a gap between synthetic and real image distributions. To reduce this gap, we propose Simulated+Unsupervised (S+U) learning, where the task is to learn a model to improve the realism of a simulator's output using unlabeled real data, while preserving the annotation information from the simulator. We develop a method for S+U learning that uses an adversarial network similar to Generative Adversarial Networks (GANs), but with synthetic images as inputs instead of random vectors. We make several key modifications to the standard GAN algorithm to preserve annotations, avoid artifacts, and stabilize training: (i) a 'self-regularization' term, (ii) a local adversarial loss, and (iii) updating the discriminator using a history of refined images. We show that this enables generation of highly realistic images, which we demonstrate both qualitatively and with a user study. We quantitatively evaluate the generated images by training models for gaze estimation and hand pose estimation. We show a significant improvement over using synthetic images, and achieve state-of-the-art results on the MPIIGaze dataset without any labeled real data. We consider scenarios where we have zero instances of real pedestrian data (e.g., a newly installed surveillance system in a novel location in which no labeled real data or unsupervised real data exists yet) and a pedestrian detector must be developed prior to any observations of pedestrians. Given a single image and auxiliary scene information in the form of camera parameters and geometric layout of the scene, our approach infers and generates a large variety of geometrically and photometrically accurate potential images of synthetic pedestrians along with purely accurate ground-truth labels through the use of computer graphics rendering engine. We first present an efficient discriminative learning method that takes these synthetic renders and generates a unique spatially-varying and geometry-preserving pedestrian appearance classifier customized for every possible location in the scene. In order to extend our approach to multi-task learning for further analysis (i.e., estimating pose and segmentation of pedestrians besides detection), we build a more generalized model employing a fully convolutional neural network architecture for multi-task learning leveraging the “free" ground-truth annotations that can be obtained from our pedestrian synthesizer. We demonstrate that when real human annotated data is scarce or non-existent, our data generation strategy can provide an excellent solution for an array of tasks for human activity analysis including detection, pose estimation and segmentation. Experimental results show that our approach (1) outperforms classical models and hybrid synthetic-real models, (2) outperforms various combinations of off-the-shelf state-of-the-art pedestrian detectors and pose estimators that are trained on real data, and (3) surprisingly, our method using purely synthetic data is able to outperform models trained on real scene-specific data when data is limited. The success of deep learning in computer vision is based on the availability of large annotated datasets. To lower the need for hand labeled images, virtually rendered 3D worlds have recently gained popularity. Unfortunately, creating realistic 3D content is challenging on its own and requires significant human effort. In this work, we propose an alternative paradigm which combines real and synthetic data for learning semantic instance segmentation and object detection models. Exploiting the fact that not all aspects of the scene are equally important for this task, we propose to augment real-world imagery with virtual objects of the target category. Capturing real-world images at large scale is easy and cheap, and directly provides real background appearances without the need for creating complex 3D models of the environment. We present an efficient procedure to augment these images with virtual objects. In contrast to modeling complete 3D environments, our data augmentation approach requires only a few user interactions in combination with 3D models of the target object category. Leveraging our approach, we introduce a novel dataset of augmented urban driving scenes with 360 degree images that are used as environment maps to create realistic lighting and reflections on rendered objects. We analyze the significance of realistic object placement by comparing manual placement by humans to automatic methods based on semantic scene analysis. This allows us to create composite images which exhibit both realistic background appearance as well as a large number of complex object arrangements. Through an extensive set of experiments, we conclude the right set of parameters to produce augmented data which can maximally enhance the performance of instance segmentation models. Further, we demonstrate the utility of the proposed approach on training standard deep models for semantic instance segmentation and object detection of cars in outdoor driving scenarios. We test the models trained on our augmented data on the KITTI 2015 dataset, which we have annotated with pixel-accurate ground truth, and on the Cityscapes dataset. Our experiments demonstrate that the models trained on augmented imagery generalize better than those trained on fully synthetic data or models trained on limited amounts of annotated real data. Collecting a large dataset with high quality annotations is expensive and time-consuming. Recently, (2017) propose Simulated+Unsupervised (S+U) learning: It first learns a mapping from synthetic data to real data, translates a large amount of labeled synthetic data to the ones that resemble real data, and then trains a learning model on the translated data. (2017) propose a similar framework that jointly trains a translation mapping and a learning model. While these algorithms are shown to achieve the state-of-the-art performances on various tasks, it may have a room for improvement, as they do not fully leverage flexibility of data simulation process and consider only the forward (synthetic to real) mapping. While these algorithms are shown to achieve the state-of-the-art performances on various tasks, it may have a room for improvement, as it does not fully leverage flexibility of data simulation process and consider only the forward (synthetic to real) mapping. Inspired by this limitation, we propose a new S+U learning algorithm, which fully leverage the flexibility of data simulators and bidirectional mappings between synthetic data and real data. We show that our approach achieves the improved performance on the gaze estimation task, outperforming (, 2017). We present a photo-realistic training and evaluation simulator (Sim4CV) (http: www.sim4cv.org) with extensive applications across various fields of computer vision. Built on top of the Unreal Engine, the simulator integrates full featured physics based cars, unmanned aerial vehicles (UAVs), and animated human actors in diverse urban and suburban 3D environments. We demonstrate the versatility of the simulator with two case studies: autonomous UAV-based tracking of moving objects and autonomous driving using supervised learning. The simulator fully integrates both several state-of-the-art tracking algorithms with a benchmark evaluation tool and a deep neural network architecture for training vehicles to drive autonomously. It generates synthetic photo-realistic datasets with automatic ground truth annotations to easily extend existing real-world datasets and provides extensive synthetic data variety through its ability to reconfigure synthetic worlds on the fly using an automatic world generation tool. Generating natural language descriptions for in-the-wild videos is a challenging task. Most state-of-the-art methods for solving this problem borrow existing deep convolutional neural network (CNN) architectures (AlexNet, GoogLeNet) to extract a visual representation of the input video. However, these deep CNN architectures are designed for single-label centered-positioned object classification. While they generate strong semantic features, they have no inherent structure allowing them to detect multiple objects of different sizes and locations in the frame. Our paper tries to solve this problem by integrating the base CNN into several fully convolutional neural networks (FCNs) to form a multi-scale network that handles multiple receptive field sizes in the original image. FCNs, previously applied to image segmentation, can generate class heat-maps efficiently compared to sliding window mechanisms, and can easily handle multiple scales. To further handle the ambiguity over multiple objects and locations, we incorporate the Multiple Instance Learning mechanism (MIL) to consider objects in different positions and at different scales simultaneously. We integrate our multi-scale multi-instance architecture with a sequence-to-sequence recurrent neural network to generate sentence descriptions based on the visual representation. Ours is the first end-to-end trainable architecture that is capable of multi-scale region processing. Evaluation on a Youtube video dataset shows the advantage of our approach compared to the original single-scale whole frame CNN model. Our flexible and efficient architecture can potentially be extended to support other video processing tasks. Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images to improve the performance of computer vision models in practice. We present experiments assessing the effectiveness on real-world data of systems trained on synthetic RGB images that are extracted from a video game. We collected over 60000 synthetic samples from a modern video game with similar conditions to the real-world CamVid and Cityscapes datasets. We provide several experiments to demonstrate that the synthetically generated RGB images can be used to improve the performance of deep neural networks on both image segmentation and depth estimation. These results show that a convolutional network trained on synthetic data achieves a similar test error to a network that is trained on real-world data for dense image classification. Furthermore, the synthetically generated RGB images can provide similar or better results compared to the real-world datasets if a simple domain adaptation technique is applied. Our results suggest that collaboration with game developers for an accessible interface to gather data is potentially a fruitful direction for future work in computer vision. Real world data, especially in the domain of robotics, is notoriously costly to collect. One way to circumvent this can be to leverage the power of simulation to produce large amounts of labelled data. However, training models on simulated images does not readily transfer to real-world ones. Using domain adaptation methods to cross this "reality gap" requires a large amount of unlabelled real-world data, whilst domain randomization alone can waste modeling power. In this paper, we present Randomized-to-Canonical Adaptation Networks (RCANs), a novel approach to crossing the visual reality gap that uses no real-world data. Our method learns to translate randomized rendered images into their equivalent non-randomized, canonical versions. This in turn allows for real images to also be translated into canonical sim images. We demonstrate the effectiveness of this sim-to-real approach by training a vision-based closed-loop grasping reinforcement learning agent in simulation, and then transferring it to the real world to attain 70 zero-shot grasp success on unseen objects, a result that almost doubles the success of learning the same task directly on domain randomization alone. Additionally, by joint finetuning in the real-world with only 5,000 real-world grasps, our method achieves 91 , attaining comparable performance to a state-of-the-art system trained with 580,000 real-world grasps, resulting in a reduction of real-world data by more than 99 . High-speed smooth and accurate visual tracking of objects in arbitrary, unstructured environments is essential for robotics and human motion analysis. However, building a system that can adapt to arbitrary objects and a wide range of lighting conditions is a challenging problem, especially if hard real-time constraints apply like in robotics scenarios. In this work, we introduce a method for learning a discriminative object tracking system based on the recent structured regression framework for object localization. Using a kernel function that allows fast evaluation on the GPU, the resulting system can process video streams at speed of 100 frames per second or more. Consecutive frames in high speed video sequences are typically very redundant, and for training an object detection system, it is sufficient to have training labels from only a subset of all images. We propose an active learning method that select training examples in a data-driven way, thereby minimizing the required number of training labeling. Experiments on realistic data show that the active learning is superior to previously used methods for dataset subsampling for this task. Many state-of-the-art approaches for object recognition reduce the problem to a 0-1 classification task. This allows one to leverage sophisticated machine learning techniques for training classifiers from labeled examples. However, these models are typically trained independently for each class using positive and negative examples cropped from images. At test-time, various post-processing heuristics such as non-maxima suppression (NMS) are required to reconcile multiple detections within and between different classes for each image. Though crucial to good performance on benchmarks, this post-processing is usually defined heuristically. We introduce a unified model for multi-class object recognition that casts the problem as a structured prediction task. Rather than predicting a binary label for each image window independently, our model simultaneously predicts a structured labeling of the entire image (Fig. 1). Our model learns statistics that capture the spatial arrangements of various object classes in real images, both in terms of which arrangements to suppress through NMS and which arrangements to favor through spatial co-occurrence statistics. We formulate parameter estimation in our model as a max-margin learning problem. Given training images with ground-truth object locations, we show how to formulate learning as a convex optimization problem. We employ the cutting plane algorithm of (Mach. Learn. 2009) to efficiently learn a model from thousands of training images. We show state-of-the-art results on the PASCAL VOC benchmark that indicate the benefits of learning a global model encapsulating the spatial layout of multiple object classes (a preliminary version of this work appeared in ICCV 2009, , IEEE international conference on computer vision, 2009). In training deep neural networks for semantic segmentation, the main limiting factor is the low amount of ground truth annotation data that is available in currently existing datasets. The limited availability of such data is due to the time cost and human effort required to accurately and consistently label real images on a pixel level. Modern sandbox video game engines provide open world environments where traffic and pedestrians behave in a pseudo-realistic manner. This caters well to the collection of a believable road-scene dataset. Utilizing open-source tools and resources found in single-player modding communities, we provide a method for persistent, ground truth, asset annotation of a game world. By collecting a synthetic dataset containing upwards of @math images, we demonstrate real-time, on-demand, ground truth data annotation capability of our method. Supplementing this synthetic data to Cityscapes dataset, we show that our data generation method provides qualitative as well as quantitative improvements---for training networks---over previous methods that use video games as surrogate. Deep reinforcement learning has emerged as a promising and powerful technique for automatically acquiring control policies that can process raw sensory inputs, such as images, and perform complex behaviors. However, extending deep RL to real-world robotic tasks has proven challenging, particularly in safety-critical domains such as autonomous flight, where a trial-and-error learning process is often impractical. In this paper, we explore the following question: can we train vision-based navigation policies entirely in simulation, and then transfer them into the real world to achieve real-world flight without a single real training image? We propose a learning method that we call CAD @math RL, which can be used to perform collision-free indoor flight in the real world while being trained entirely on 3D CAD models. Our method uses single RGB images from a monocular camera, without needing to explicitly reconstruct the 3D geometry of the environment or perform explicit motion planning. Our learned collision avoidance policy is represented by a deep convolutional neural network that directly processes raw monocular images and outputs velocity commands. This policy is trained entirely on simulated images, with a Monte Carlo policy evaluation algorithm that directly optimizes the network's ability to produce collision-free flight. By highly randomizing the rendering settings for our simulated training set, we show that we can train a policy that generalizes to the real world, without requiring the simulator to be particularly realistic or high-fidelity. We evaluate our method by flying a real quadrotor through indoor environments, and further evaluate the design choices in our simulator through a series of ablation studies on depth prediction. For supplementary video see: this https URL