A list of synthetic dataset and tools for computer vision
This is a repo for tracking the progress of using synthetic images for computer vision research. If you found any important work is missing or information is not up-to-date, please edit this file directly and make a pull request. Each publication is tagged with a keyword to make it easier to search.
If you find anything missing from this page, please edit this README.md
file to add it. When adding a new item, you can simply follow the format of existing items. How this document is structured is documented in contribute.md
.
How to use: Click publication to jump to the paper title, detailed information such as code and project page will be provided together with pdf file.**
Realistic 3D models are critical for creating realistic and diverse virtual worlds. Here are research efforts for creating 3D model repositories.
ECCV 2016 Workshop Virtual/Augmented Reality for Visual Artificial Intelligence (VARVAI) workshop
ICCV 2017 Workshop Role of Simulation in Computer Vision
CVPR 2017 Workshop THOR Challenge
See also: http://riemenschneider.hayko.at/vision/dataset/index.php?filter=+synthetic
(Total=12)
Adversarially Tuned Scene Generation
(pdf)
UE4Sim: A Photo-Realistic Simulator for Computer Vision Applications
(pdf)
(project)
Learning from Synthetic Humans
(:octocat:code)
(pdf)
(project)
tag: synthetic human
Configurable, Photorealistic Image Rendering and Ground Truth Synthesis by Sampling Stochastic Grammars Representing Indoor Scenes
(Total=17)
Sadeghi, Fereshteh, and Sergey Levine. “rl: Real single-image flight without a single real image. arXiv preprint.” arXiv preprint arXiv:1611.04201 12 (2016). tag: rl
Johnson, Justin, et al. “CLEVR: A Diagnostic Dataset for Compositional Language and Elementary Visual Reasoning.” arXiv preprint arXiv:1612.06890 (2016).
(pdf)
McCormac, John, et al. “SceneNet RGB-D: 5M Photorealistic Images of Synthetic Indoor Trajectories with Ground Truth.” arXiv preprint arXiv:1612.05079 (2016).
de Souza, César Roberto, et al. “Procedural Generation of Videos to Train Deep Action Recognition Networks.” arXiv preprint arXiv:1612.00881 (2016).
(pdf)
(project)
tag: synthetic human
Synnaeve, Gabriel, et al. “TorchCraft: a Library for Machine Learning Research on Real-Time Strategy Games.” arXiv preprint arXiv:1611.00625 (2016).
(pdf)
(code)
Lin, Jenny, et al. “A virtual reality platform for dynamic human-scene interaction.” SIGGRAPH ASIA 2016 Virtual Reality meets Physical Reality: Modelling and Simulating Virtual Humans and Environments. ACM, 2016.
(pdf)
(project)
Mahendran, A., et al. “ResearchDoom and CocoDoom: Learning Computer Vision with Games.” arXiv preprint arXiv:1610.02431 (2016).
(pdf)
(project)
Virtual Worlds as Proxy for Multi-Object Tracking Analysis. 2016
(pdf)
(project)
(citation:5)
Playing for data: Ground truth from computer games. 2016
(pdf)
(citation:1)
Play and Learn: Using Video Games to Train Computer Vision Models. 2016
(pdf)
(citation:1)
ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning. 2016
(:octocat:code)
(pdf)
(project)
(citation:4)
Learning Physical Intuition of Block Towers by Example 2016
(:octocat:code)
(pdf)
(citation:12)
Target-driven Visual Navigation in Indoor Scenes using Deep Reinforcement Learning 2016
(pdf)
(Total=3)
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