Mayada Hadhoud

CV
h-index7
3papers
41citations
Novelty62%
AI Score30

3 Papers

4.6LGSep 29, 2022Code
Start Small: Training Controllable Game Level Generators without Training Data by Learning at Multiple Sizes

Yahia Zakaria, Magda Fayek, Mayada Hadhoud

A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped rewards, which guides the generator to achieve subgoals towards level playability, but they consume effort to design and require game-specific domain knowledge. This paper proposes a novel approach to train generators without datasets or shaped rewards by learning at multiple level sizes starting from small sizes and up to the desired sizes. The denser feedback at small sizes negates the need for shaped rewards. Additionally, the generators learn to build levels at various sizes, including sizes they were not trained for. We apply our approach to train recurrent auto-regressive generative flow networks (GFlowNets) for controllable level generation. We also adapt diversity sampling to be compatible with GFlowNets. The results show that our generators create diverse playable levels at various sizes for Sokoban, Zelda, and Danger Dave. When compared with controllable reinforcement learning level generators for Sokoban, the results show that our generators achieve better controllability and competitive diversity, while being 9x faster at training and level generation.

2.8CVDec 23, 2023
NoPose-NeuS: Jointly Optimizing Camera Poses with Neural Implicit Surfaces for Multi-view Reconstruction

Mohamed Shawky Sabae, Hoda Anis Baraka, Mayada Mansour Hadhoud

Learning neural implicit surfaces from volume rendering has become popular for multi-view reconstruction. Neural surface reconstruction approaches can recover complex 3D geometry that are difficult for classical Multi-view Stereo (MVS) approaches, such as non-Lambertian surfaces and thin structures. However, one key assumption for these methods is knowing accurate camera parameters for the input multi-view images, which are not always available. In this paper, we present NoPose-NeuS, a neural implicit surface reconstruction method that extends NeuS to jointly optimize camera poses with the geometry and color networks. We encode the camera poses as a multi-layer perceptron (MLP) and introduce two additional losses, which are multi-view feature consistency and rendered depth losses, to constrain the learned geometry for better estimated camera poses and scene surfaces. Extensive experiments on the DTU dataset show that the proposed method can estimate relatively accurate camera poses, while maintaining a high surface reconstruction quality with 0.89 mean Chamfer distance.

8.0CVFeb 12, 2021
INSTA-YOLO: Real-Time Instance Segmentation

Eslam Mohamed, Abdelrahman Shaker, Ahmad El-Sallab et al.

Instance segmentation has gained recently huge attention in various computer vision applications. It aims at providing different IDs to different object of the scene, even if they belong to the same class. This is useful in various scenarios, especially in occlusions. Instance segmentation is usually performed as a two-stage pipeline. First, an object is detected, then semantic segmentation within the detected box area. This process involves costly up-sampling, especially for the segmentation part. Moreover, for some applications, such as LiDAR point clouds and aerial object detection, it is often required to predict oriented boxes, which add extra complexity to the two-stage pipeline. In this paper, we propose Insta-YOLO, a novel one-stage end-to-end deep learning model for real-time instance segmentation. The proposed model is inspired by the YOLO one-shot object detector, with the box regression loss is replaced with polynomial regression in the localization head. This modification enables us to skip the segmentation up-sampling decoder altogether and produces the instance segmentation contour from the polynomial output coefficients. In addition, this architecture is a natural fit for oriented objects. We evaluate our model on three datasets, namely, Carnva, Cityscapes and Airbus. The results show our model achieves competitive accuracy in terms of mAP with significant improvement in speed by 2x on GTX-1080 GPU.