Image semantic segmentation is more and more being of interest for computer vision and machine learning researchers. Many applications on the rise need accurate and efficient segmentation mechanisms: autonomous driving, indoor navigation, and even virtual or augmented reality systems to name a few. This demand coincides with the rise of deep learning approaches in almost every field or application target related to computer vision, including semantic segmentation or scene understanding. This paper provides a review on deep learning methods for semantic segmentation applied to various application areas. Firstly, we describe the terminology of this field as well as mandatory background concepts. Next, the main datasets and challenges are exposed to help researchers decide which are the ones that best suit their needs and their targets. Then, existing methods are reviewed, highlighting their contributions and their significance in the field. Finally, quantitative results are given for the described methods and the datasets in which they were evaluated, following up with a discussion of the results. At last, we point out a set of promising future works and draw our own conclusions about the state of the art of semantic segmentation using deep learning techniques.
The ability to predict, anticipate and reason about future outcomes is a key component of intelligent decision-making systems. In light of the success of deep learning in computer vision, deep-learning-based video prediction emerged as a promising research direction. Defined as a self-supervised learning task, video prediction represents a suitable framework for representation learning, as it demonstrated potential capabilities for extracting meaningful representations of the underlying patterns in natural videos. Motivated by the increasing interest in this task, we provide a review on the deep learning methods for prediction in video sequences. We firstly define the video prediction fundamentals, as well as mandatory background concepts and the most used datasets. Next, we carefully analyze existing video prediction models organized according to a proposed taxonomy, highlighting their contributions and their significance in the field. The summary of the datasets and methods is accompanied with experimental results that facilitate the assessment of the state of the art on a quantitative basis. The paper is summarized by drawing some general conclusions, identifying open research challenges and by pointing out future research directions.
Data-driven algorithms have surpassed traditional techniques in almost every aspect in robotic vision problems. Such algorithms need vast amounts of quality data to be able to work properly after their training process. Gathering and annotating that sheer amount of data in the real world is a time-consuming and error-prone task. Those problems limit scale and quality. Synthetic data generation has become increasingly popular since it is faster to generate and automatic to annotate. However, most of the current datasets and environments lack realism, interactions, and details from the real world. UnrealROX is an environment built over Unreal Engine 4 which aims to reduce that reality gap by leveraging hyperrealistic indoor scenes that are explored by robot agents which also interact with objects in a visually realistic manner in that simulated world. Photorealistic scenes and robots are rendered by Unreal Engine into a virtual reality headset which captures gaze so that a human operator can move the robot and use controllers for the robotic hands; scene information is dumped on a per-frame basis so that it can be reproduced offline to generate raw data and ground truth annotations. This virtual reality environment enables robotic vision researchers to generate realistic and visually plausible data with full ground truth for a wide variety of problems such as class and instance semantic segmentation, object detection, depth estimation, visual grasping, and navigation.
Enter the RobotriX, an extremely photorealistic indoor dataset designed to enable the application of deep learning techniques to a wide variety of robotic vision problems. The RobotriX consists of hyperrealistic indoor scenes which are explored by robot agents which also interact with objects in a visually realistic manner in that simulated world. Photorealistic scenes and robots are rendered by Unreal Engine into a virtual reality headset which captures gaze so that a human operator can move the robot and use controllers for the robotic hands; scene information is dumped on a per-frame basis so that it can be reproduced offline to generate raw data and ground truth labels. By taking this approach, we were able to generate a dataset of 38 semantic classes totaling 8M stills recorded at +60 frames per second with full HD resolution. For each frame, RGB-D and 3D information is provided with full annotations in both spaces. Thanks to the high quality and quantity of both raw information and annotations, the RobotriX will serve as a new milestone for investigating 2D and 3D robotic vision tasks with large-scale data-driven techniques. Fig. 1. The RobotriX features extremely photorealistic indoor environments in which robot movements and interactions with objects are captured from multiple points of view at high frame rates and resolutions.
In this work, we propose a new dataset for 3D object recognition using the new high-resolution Kinect V2 sensor and some other popular low cost devices like PrimeSense Carmine. Since most already existing datasets for 3D object recognition lack some features such as 3D pose information about objects in the scene, per-pixel segmentation or level of occlusion, we propose a new one combining all this information in a single dataset that can be used to validate existing and new 3D object recognition algorithms. Moreover, with the advent of the new Kinect V2 sensor we are able to provide high-resolution data for RGB and depth information using a single sensor, whereas other datasets had to combine multiple sensors. In addition, we will also provide semi-automatic segmentation and semantic labels about the different parts of the objects so that the dataset could be used for testing robot grasping and scene labeling systems as well as for object recognition.
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