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Steven Waslander

Publications and source records attributed to Steven Waslander.

21 records · Page 2Linked to original sources

Precise Synthetic Image and LiDAR (PreSIL) Dataset for Autonomous Vehicle Perception

We introduce the Precise Synthetic Image and LiDAR (PreSIL) dataset for autonomous vehicle perception. Grand Theft Auto V (GTA V), a commercial video game, has a large detailed world with realistic graphics, which provides a diverse data collection environment. Existing works creating synthetic LiDAR data for autonomous driving with GTA V have not released their datasets, rely on an in-game raycasting function which represents people as cylinders, and can fail to capture vehicles past 30 metres. Our work creates a precise LiDAR simulator within GTA V which collides with detailed models for all entities no matter the type or position. The PreSIL dataset consists of over 50,000 frames and includes high-definition images with full resolution depth information, semantic segmentation (images), point-wise segmentation (point clouds), and detailed annotations for all vehicles and people. Collecting additional data with our framework is entirely automatic and requires no human annotation of any kind. We demonstrate the effectiveness of our dataset by showing an improvement of up to 5% average precision on the KITTI 3D Object Detection benchmark challenge when state-of-the-art 3D object detection networks are pre-trained with our data. The data and code are available at https://tinyurl.com/y3tb9sxy

cs.CV

Unlimited Road-scene Synthetic Annotation (URSA) Dataset

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 $1,000,000$ 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.

cs.CV

Joint 3D Proposal Generation and Object Detection from View Aggregation

We present AVOD, an Aggregate View Object Detection network for autonomous driving scenarios. The proposed neural network architecture uses LIDAR point clouds and RGB images to generate features that are shared by two subnetworks: a region proposal network (RPN) and a second stage detector network. The proposed RPN uses a novel architecture capable of performing multimodal feature fusion on high resolution feature maps to generate reliable 3D object proposals for multiple object classes in road scenes. Using these proposals, the second stage detection network performs accurate oriented 3D bounding box regression and category classification to predict the extents, orientation, and classification of objects in 3D space. Our proposed architecture is shown to produce state of the art results on the KITTI 3D object detection benchmark while running in real time with a low memory footprint, making it a suitable candidate for deployment on autonomous vehicles. Code is at: https://github.com/kujason/avod

cs.CV