Wenqiang Xu

CV
h-index22
23papers
900citations
Novelty55%
AI Score36

23 Papers

12.6CVMar 25, 2023Code
Visual-Tactile Sensing for In-Hand Object Reconstruction

Wenqiang Xu, Zhenjun Yu, Han Xue et al.

Tactile sensing is one of the modalities humans rely on heavily to perceive the world. Working with vision, this modality refines local geometry structure, measures deformation at the contact area, and indicates the hand-object contact state. With the availability of open-source tactile sensors such as DIGIT, research on visual-tactile learning is becoming more accessible and reproducible. Leveraging this tactile sensor, we propose a novel visual-tactile in-hand object reconstruction framework \textbf{VTacO}, and extend it to \textbf{VTacOH} for hand-object reconstruction. Since our method can support both rigid and deformable object reconstruction, no existing benchmarks are proper for the goal. We propose a simulation environment, VT-Sim, which supports generating hand-object interaction for both rigid and deformable objects. With VT-Sim, we generate a large-scale training dataset and evaluate our method on it. Extensive experiments demonstrate that our proposed method can outperform the previous baseline methods qualitatively and quantitatively. Finally, we directly apply our model trained in simulation to various real-world test cases, which display qualitative results. Codes, models, simulation environment, and datasets are available at \url{https://sites.google.com/view/vtaco/}.

14.4RONov 2, 2023
UniFolding: Towards Sample-efficient, Scalable, and Generalizable Robotic Garment Folding

Han Xue, Yutong Li, Wenqiang Xu et al.

This paper explores the development of UniFolding, a sample-efficient, scalable, and generalizable robotic system for unfolding and folding various garments. UniFolding employs the proposed UFONet neural network to integrate unfolding and folding decisions into a single policy model that is adaptable to different garment types and states. The design of UniFolding is based on a garment's partial point cloud, which aids in generalization and reduces sensitivity to variations in texture and shape. The training pipeline prioritizes low-cost, sample-efficient data collection. Training data is collected via a human-centric process with offline and online stages. The offline stage involves human unfolding and folding actions via Virtual Reality, while the online stage utilizes human-in-the-loop learning to fine-tune the model in a real-world setting. The system is tested on two garment types: long-sleeve and short-sleeve shirts. Performance is evaluated on 20 shirts with significant variations in textures, shapes, and materials. More experiments and videos can be found in the supplementary materials and on the website: https://unifolding.robotflow.ai

13.1CVMar 24, 2023Code
GarmentTracking: Category-Level Garment Pose Tracking

Han Xue, Wenqiang Xu, Jieyi Zhang et al.

Garments are important to humans. A visual system that can estimate and track the complete garment pose can be useful for many downstream tasks and real-world applications. In this work, we present a complete package to address the category-level garment pose tracking task: (1) A recording system VR-Garment, with which users can manipulate virtual garment models in simulation through a VR interface. (2) A large-scale dataset VR-Folding, with complex garment pose configurations in manipulation like flattening and folding. (3) An end-to-end online tracking framework GarmentTracking, which predicts complete garment pose both in canonical space and task space given a point cloud sequence. Extensive experiments demonstrate that the proposed GarmentTracking achieves great performance even when the garment has large non-rigid deformation. It outperforms the baseline approach on both speed and accuracy. We hope our proposed solution can serve as a platform for future research. Codes and datasets are available in https://garment-tracking.robotflow.ai.

5.9CVNov 21, 2023
RFTrans: Leveraging Refractive Flow of Transparent Objects for Surface Normal Estimation and Manipulation

Tutian Tang, Jiyu Liu, Jieyi Zhang et al.

Transparent objects are widely used in our daily lives, making it important to teach robots to interact with them. However, it's not easy because the reflective and refractive effects can make depth cameras fail to give accurate geometry measurements. To solve this problem, this paper introduces RFTrans, an RGB-D-based method for surface normal estimation and manipulation of transparent objects. By leveraging refractive flow as an intermediate representation, the proposed method circumvents the drawbacks of directly predicting the geometry (e.g. surface normal) from images and helps bridge the sim-to-real gap. It integrates the RFNet, which predicts refractive flow, object mask, and boundaries, followed by the F2Net, which estimates surface normal from the refractive flow. To make manipulation possible, a global optimization module will take in the predictions, refine the raw depth, and construct the point cloud with normal. An off-the-shelf analytical grasp planning algorithm is followed to generate the grasp poses. We build a synthetic dataset with physically plausible ray-tracing rendering techniques to train the networks. Results show that the proposed method trained on the synthetic dataset can consistently outperform the baseline method in both synthetic and real-world benchmarks by a large margin. Finally, a real-world robot grasping task witnesses an 83% success rate, proving that refractive flow can help enable direct sim-to-real transfer. The code, data, and supplementary materials are available at https://rftrans.robotflow.ai.

3.3MMJun 10, 2022
AntPivot: Livestream Highlight Detection via Hierarchical Attention Mechanism

Yang Zhao, Xuan Lin, Wenqiang Xu et al.

In recent days, streaming technology has greatly promoted the development in the field of livestream. Due to the excessive length of livestream records, it's quite essential to extract highlight segments with the aim of effective reproduction and redistribution. Although there are lots of approaches proven to be effective in the highlight detection for other modals, the challenges existing in livestream processing, such as the extreme durations, large topic shifts, much irrelevant information and so forth, heavily hamper the adaptation and compatibility of these methods. In this paper, we formulate a new task Livestream Highlight Detection, discuss and analyze the difficulties listed above and propose a novel architecture AntPivot to solve this problem. Concretely, we first encode the original data into multiple views and model their temporal relations to capture clues in a hierarchical attention mechanism. Afterwards, we try to convert the detection of highlight clips into the search for optimal decision sequences and use the fully integrated representations to predict the final results in a dynamic-programming mechanism. Furthermore, we construct a fully-annotated dataset AntHighlight to instantiate this task and evaluate the performance of our model. The extensive experiments indicate the effectiveness and validity of our proposed method.

2.2ROAug 20, 2024
Kalib: Easy Hand-Eye Calibration with Reference Point Tracking

Tutian Tang, Minghao Liu, Wenqiang Xu et al.

Hand-eye calibration aims to estimate the transformation between a camera and a robot. Traditional methods rely on fiducial markers, which require considerable manual effort and precise setup. Recent advances in deep learning have introduced markerless techniques but come with more prerequisites, such as retraining networks for each robot, and accessing accurate mesh models for data generation. In this paper, we propose Kalib, an automatic and easy-to-setup hand-eye calibration method that leverages the generalizability of visual foundation models to overcome these challenges. It features only two basic prerequisites, the robot's kinematic chain and a predefined reference point on the robot. During calibration, the reference point is tracked in the camera space. Its corresponding 3D coordinates in the robot coordinate can be inferred by forward kinematics. Then, a PnP solver directly estimates the transformation between the camera and the robot without training new networks or accessing mesh models. Evaluations in simulated and real-world benchmarks show that Kalib achieves good accuracy with a lower manual workload compared with recent baseline methods. We also demonstrate its application in multiple real-world settings with various robot arms and grippers. Kalib's user-friendly design and minimal setup requirements make it a possible solution for continuous operation in unstructured environments.

23.7CVSep 12, 2021Code
ArtiBoost: Boosting Articulated 3D Hand-Object Pose Estimation via Online Exploration and Synthesis

Kailin Li, Lixin Yang, Xinyu Zhan et al.

Estimating the articulated 3D hand-object pose from a single RGB image is a highly ambiguous and challenging problem, requiring large-scale datasets that contain diverse hand poses, object types, and camera viewpoints. Most real-world datasets lack these diversities. In contrast, data synthesis can easily ensure those diversities separately. However, constructing both valid and diverse hand-object interactions and efficiently learning from the vast synthetic data is still challenging. To address the above issues, we propose ArtiBoost, a lightweight online data enhancement method. ArtiBoost can cover diverse hand-object poses and camera viewpoints through sampling in a Composited hand-object Configuration and Viewpoint space (CCV-space) and can adaptively enrich the current hard-discernable items by loss-feedback and sample re-weighting. ArtiBoost alternatively performs data exploration and synthesis within a learning pipeline, and those synthetic data are blended into real-world source data for training. We apply ArtiBoost on a simple learning baseline network and witness the performance boost on several hand-object benchmarks. Our models and code are available at https://github.com/lixiny/ArtiBoost.

26.6CVDec 2, 2020Code
CPF: Learning a Contact Potential Field to Model the Hand-Object Interaction

Lixin Yang, Xinyu Zhan, Kailin Li et al.

Modeling the hand-object (HO) interaction not only requires estimation of the HO pose, but also pays attention to the contact due to their interaction. Significant progress has been made in estimating hand and object separately with deep learning methods, simultaneous HO pose estimation and contact modeling has not yet been fully explored. In this paper, we present an explicit contact representation namely Contact Potential Field (CPF), and a learning-fitting hybrid framework namely MIHO to Modeling the Interaction of Hand and Object. In CPF, we treat each contacting HO vertex pair as a spring-mass system. Hence the whole system forms a potential field with minimal elastic energy at the grasp position. Extensive experiments on the two commonly used benchmarks have demonstrated that our method can achieve state-of-the-art in several reconstruction metrics, and allow us to produce more physically plausible HO pose even when the ground-truth exhibits severe interpenetration or disjointedness. Our code is available at https://github.com/lixiny/CPF.

11.3CVApr 16, 2024
MS-MANO: Enabling Hand Pose Tracking with Biomechanical Constraints

Pengfei Xie, Wenqiang Xu, Tutian Tang et al.

This work proposes a novel learning framework for visual hand dynamics analysis that takes into account the physiological aspects of hand motion. The existing models, which are simplified joint-actuated systems, often produce unnatural motions. To address this, we integrate a musculoskeletal system with a learnable parametric hand model, MANO, to create a new model, MS-MANO. This model emulates the dynamics of muscles and tendons to drive the skeletal system, imposing physiologically realistic constraints on the resulting torque trajectories. We further propose a simulation-in-the-loop pose refinement framework, BioPR, that refines the initial estimated pose through a multi-layer perceptron (MLP) network. Our evaluation of the accuracy of MS-MANO and the efficacy of the BioPR is conducted in two separate parts. The accuracy of MS-MANO is compared with MyoSuite, while the efficacy of BioPR is benchmarked against two large-scale public datasets and two recent state-of-the-art methods. The results demonstrate that our approach consistently improves the baseline methods both quantitatively and qualitatively.

25.3CVFeb 17, 2022
AKB-48: A Real-World Articulated Object Knowledge Base

Liu Liu, Wenqiang Xu, Haoyuan Fu et al.

Human life is populated with articulated objects. A comprehensive understanding of articulated objects, namely appearance, structure, physics property, and semantics, will benefit many research communities. As current articulated object understanding solutions are usually based on synthetic object dataset with CAD models without physics properties, which prevent satisfied generalization from simulation to real-world applications in visual and robotics tasks. To bridge the gap, we present AKB-48: a large-scale Articulated object Knowledge Base which consists of 2,037 real-world 3D articulated object models of 48 categories. Each object is described by a knowledge graph ArtiKG. To build the AKB-48, we present a fast articulation knowledge modeling (FArM) pipeline, which can fulfill the ArtiKG for an articulated object within 10-15 minutes, and largely reduce the cost for object modeling in the real world. Using our dataset, we propose AKBNet, a novel integral pipeline for Category-level Visual Articulation Manipulation (C-VAM) task, in which we benchmark three sub-tasks, namely pose estimation, object reconstruction and manipulation. Dataset, codes, and models will be publicly available at https://liuliu66.github.io/articulationobjects/.

8.1ROFeb 1, 2022
RFUniverse: A Multiphysics Simulation Platform for Embodied AI

Haoyuan Fu, Wenqiang Xu, Ruolin Ye et al.

Multiphysics phenomena, the coupling effects involving different aspects of physics laws, are pervasive in the real world and can often be encountered when performing everyday household tasks. Intelligent agents which seek to assist or replace human laborers will need to learn to cope with such phenomena in household task settings. To equip the agents with such kind of abilities, the research community needs a simulation environment, which will have the capability to serve as the testbed for the training process of these intelligent agents, to have the ability to support multiphysics coupling effects. Though many mature simulation software for multiphysics simulation have been adopted in industrial production, such techniques have not been applied to robot learning or embodied AI research. To bridge the gap, we propose a novel simulation environment named RFUniverse. This simulator can not only compute rigid and multi-body dynamics, but also multiphysics coupling effects commonly observed in daily life, such as air-solid interaction, fluid-solid interaction, and heat transfer. Because of the unique multiphysics capacities of this simulator, we can benchmark tasks that involve complex dynamics due to multiphysics coupling effects in a simulation environment before deploying to the real world. RFUniverse provides multiple interfaces to let the users interact with the virtual world in various ways, which is helpful and essential for learning, planning, and control. We benchmark three tasks with reinforcement learning, including food cutting, water pushing, and towel catching. We also evaluate butter pushing with a classic planning-control paradigm. This simulator offers an enhancement of physics simulation in terms of the computation of multiphysics coupling effects.

1.4CVDec 24, 2021
iSeg3D: An Interactive 3D Shape Segmentation Tool

Sucheng Qian, Liu Liu, Wenqiang Xu et al.

A large-scale dataset is essential for learning good features in 3D shape understanding, but there are only a few datasets that can satisfy deep learning training. One of the major reasons is that current tools for annotating per-point semantic labels using polygons or scribbles are tedious and inefficient. To facilitate segmentation annotations in 3D shapes, we propose an effective annotation tool, named iSeg for 3D shape. It can obtain a satisfied segmentation result with minimal human clicks (< 10). Under our observation, most objects can be considered as the composition of finite primitive shapes, and we train iSeg3D model on our built primitive-composed shape data to learn the geometric prior knowledge in a self-supervised manner. Given human interactions, the learned knowledge can be used to segment parts on arbitrary shapes, in which positive clicks help associate the primitives into the semantic parts and negative clicks can avoid over-segmentation. Besides, We also provide an online human-in-loop fine-tuning module that enables the model perform better segmentation with less clicks. Experiments demonstrate the effectiveness of iSeg3D on PartNet shape segmentation. Data and codes will be made publicly available.

8.7CVDec 14, 2021
OMAD: Object Model with Articulated Deformations for Pose Estimation and Retrieval

Han Xue, Liu Liu, Wenqiang Xu et al.

Articulated objects are pervasive in daily life. However, due to the intrinsic high-DoF structure, the joint states of the articulated objects are hard to be estimated. To model articulated objects, two kinds of shape deformations namely the geometric and the pose deformation should be considered. In this work, we present a novel category-specific parametric representation called Object Model with Articulated Deformations (OMAD) to explicitly model the articulated objects. In OMAD, a category is associated with a linear shape function with shared shape basis and a non-linear joint function. Both functions can be learned from a large-scale object model dataset and fixed as category-specific priors. Then we propose an OMADNet to predict the shape parameters and the joint states from an object's single observation. With the full representation of the object shape and joint states, we can address several tasks including category-level object pose estimation and the articulated object retrieval. To evaluate these tasks, we create a synthetic dataset based on PartNet-Mobility. Extensive experiments show that our simple OMADNet can serve as a strong baseline for both tasks.

17.9RONov 29, 2021
SAGCI-System: Towards Sample-Efficient, Generalizable, Compositional, and Incremental Robot Learning

Jun Lv, Qiaojun Yu, Lin Shao et al.

Building general-purpose robots to perform a diverse range of tasks in a large variety of environments in the physical world at the human level is extremely challenging. It requires the robot learning to be sample-efficient, generalizable, compositional, and incremental. In this work, we introduce a systematic learning framework called SAGCI-system towards achieving these above four requirements. Our system first takes the raw point clouds gathered by the camera mounted on the robot's wrist as the inputs and produces initial modeling of the surrounding environment represented as a file of Unified Robot Description Format (URDF). Our system adopts a learning-augmented differentiable simulation that loads the URDF. The robot then utilizes the interactive perception to interact with the environment to online verify and modify the URDF. Leveraging the differentiable simulation, we propose a model-based learning algorithm combining object-centric and robot-centric stages to efficiently produce policies to accomplish manipulation tasks. We apply our system to perform articulated object manipulation tasks, both in the simulation and the real world. Extensive experiments demonstrate the effectiveness of our proposed learning framework. Supplemental materials and videos are available on https://sites.google.com/view/egci.

3.7CVJun 7, 2021
ContourRender: Detecting Arbitrary Contour Shape For Instance Segmentation In One Pass

Tutian Tang, Wenqiang Xu, Ruolin Ye et al.

Direct contour regression for instance segmentation is a challenging task. Previous works usually achieve it by learning to progressively refine the contour prediction or adopting a shape representation with limited expressiveness. In this work, we argue that the difficulty in regressing the contour points in one pass is mainly due to the ambiguity when discretizing a smooth contour into a polygon. To address the ambiguity, we propose a novel differentiable rendering-based approach named \textbf{ContourRender}. During training, it first predicts a contour generated by an invertible shape signature, and then optimizes the contour with the more stable silhouette by converting it to a contour mesh and rendering the mesh to a 2D map. This method significantly improves the quality of contour without iterations or cascaded refinements. Moreover, as optimization is not needed during inference, the inference speed will not be influenced. Experiments show the proposed ContourRender outperforms all the contour-based instance segmentation approaches on COCO, while stays competitive with the iteration-based state-of-the-art on Cityscapes. In addition, we specifically select a subset from COCO val2017 named COCO ContourHard-val to further demonstrate the contour quality improvements. Codes, models, and dataset split will be released.

18.1CVMay 7, 2021
Towards Real-World Category-level Articulation Pose Estimation

Liu Liu, Han Xue, Wenqiang Xu et al.

Human life is populated with articulated objects. Current Category-level Articulation Pose Estimation (CAPE) methods are studied under the single-instance setting with a fixed kinematic structure for each category. Considering these limitations, we reform this problem setting for real-world environments and suggest a CAPE-Real (CAPER) task setting. This setting allows varied kinematic structures within a semantic category, and multiple instances to co-exist in an observation of real world. To support this task, we build an articulated model repository ReArt-48 and present an efficient dataset generation pipeline, which contains Fast Articulated Object Modeling (FAOM) and Semi-Authentic MixEd Reality Technique (SAMERT). Accompanying the pipeline, we build a large-scale mixed reality dataset ReArtMix and a real world dataset ReArtVal. We also propose an effective framework ReArtNOCS that exploits RGB-D input to estimate part-level pose for multiple instances in a single forward pass. Extensive experiments demonstrate that the proposed ReArtNOCS can achieve good performance on both CAPER and CAPE settings. We believe it could serve as a strong baseline for future research on the CAPER task.

10.6CVApr 23, 2021
H2O: A Benchmark for Visual Human-human Object Handover Analysis

Ruolin Ye, Wenqiang Xu, Zhendong Xue et al.

Object handover is a common human collaboration behavior that attracts attention from researchers in Robotics and Cognitive Science. Though visual perception plays an important role in the object handover task, the whole handover process has been specifically explored. In this work, we propose a novel rich-annotated dataset, H2O, for visual analysis of human-human object handovers. The H2O, which contains 18K video clips involving 15 people who hand over 30 objects to each other, is a multi-purpose benchmark. It can support several vision-based tasks, from which, we specifically provide a baseline method, RGPNet, for a less-explored task named Receiver Grasp Prediction. Extensive experiments show that the RGPNet can produce plausible grasps based on the giver's hand-object states in the pre-handover phase. Besides, we also report the hand and object pose errors with existing baselines and show that the dataset can serve as the video demonstrations for robot imitation learning on the handover task. Dataset, model and code will be made public.

13.1CVFeb 18, 2021Code
HandTailor: Towards High-Precision Monocular 3D Hand Recovery

Jun Lv, Wenqiang Xu, Lixin Yang et al.

3D hand pose estimation and shape recovery are challenging tasks in computer vision. We introduce a novel framework HandTailor, which combines a learning-based hand module and an optimization-based tailor module to achieve high-precision hand mesh recovery from a monocular RGB image. The proposed hand module unifies perspective projection and weak perspective projection in a single network towards accuracy-oriented and in-the-wild scenarios. The proposed tailor module then utilizes the coarsely reconstructed mesh model provided by the hand module as initialization, and iteratively optimizes an energy function to obtain better results. The tailor module is time-efficient, costs only 8ms per frame on a modern CPU. We demonstrate that HandTailor can get state-of-the-art performance on several public benchmarks, with impressive qualitative results on in-the-wild experiments. Code and video are available on our project webpage https://sites.google.com/view/handtailor.

3.3CVDec 2, 2020
Learning Universal Shape Dictionary for Realtime Instance Segmentation

Tutian Tang, Wenqiang Xu, Ruolin Ye et al.

We present a novel explicit shape representation for instance segmentation. Based on how to model the object shape, current instance segmentation systems can be divided into two categories, implicit and explicit models. The implicit methods, which represent the object mask/contour by intractable network parameters, and produce it through pixel-wise classification, are predominant. However, the explicit methods, which parameterize the shape with simple and explainable models, are less explored. Since the operations to generate the final shape are light-weighted, the explicit methods have a clear speed advantage over implicit methods, which is crucial for real-world applications. The proposed USD-Seg adopts a linear model, sparse coding with dictionary, for object shapes. First, it learns a dictionary from a large collection of shape datasets, making any shape being able to be decomposed into a linear combination through the dictionary. Hence the name "Universal Shape Dictionary". Then it adds a simple shape vector regression head to ordinary object detector, giving the detector segmentation ability with minimal overhead. For quantitative evaluation, we use both average precision (AP) and the proposed Efficiency of AP (AP$_E$) metric, which intends to also measure the computational consumption of the framework to cater to the requirements of real-world applications. We report experimental results on the challenging COCO dataset, in which our single model on a single Titan Xp GPU achieves 35.8 AP and 27.8 AP$_E$ at 65 fps with YOLOv4 as base detector, 34.1 AP and 28.6 AP$_E$ at 12 fps with FCOS as base detector.

12.8CVAug 12, 2020Code
BiHand: Recovering Hand Mesh with Multi-stage Bisected Hourglass Networks

Lixin Yang, Jiasen Li, Wenqiang Xu et al.

3D hand estimation has been a long-standing research topic in computer vision. A recent trend aims not only to estimate the 3D hand joint locations but also to recover the mesh model. However, achieving those goals from a single RGB image remains challenging. In this paper, we introduce an end-to-end learnable model, BiHand, which consists of three cascaded stages, namely 2D seeding stage, 3D lifting stage, and mesh generation stage. At the output of BiHand, the full hand mesh will be recovered using the joint rotations and shape parameters predicted from the network. Inside each stage, BiHand adopts a novel bisecting design which allows the networks to encapsulate two closely related information (e.g. 2D keypoints and silhouette in 2D seeding stage, 3D joints, and depth map in 3D lifting stage, joint rotations and shape parameters in the mesh generation stage) in a single forward pass. As the information represents different geometry or structure details, bisecting the data flow can facilitate optimization and increase robustness. For quantitative evaluation, we conduct experiments on two public benchmarks, namely the Rendered Hand Dataset (RHD) and the Stereo Hand Pose Tracking Benchmark (STB). Extensive experiments show that our model can achieve superior accuracy in comparison with state-of-the-art methods, and can produce appealing 3D hand meshes in several severe conditions.

0.9CVOct 16, 2019
RGB-D Individual Segmentation

Wenqiang Xu, Yanjun Fu, Yuchen Luo et al.

Fine-grained recognition task deals with sub-category classification problem, which is important for real-world applications. In this work, we are particularly interested in the segmentation task on the \emph{finest-grained} level, which is specifically named "individual segmentation". In other words, the individual-level category has no sub-category under it. Segmentation problem in the individual level reveals some new properties, limited training data for single individual object, unknown background, and difficulty for the use of depth. To address these new problems, we propose a "Context Less-Aware" (CoLA) pipeline, which produces RGB-D object-predominated images that have less background context, and enables a scale-aware training and testing with 3D information. Extensive experiments show that the proposed CoLA strategy largely outperforms baseline methods on YCB-Video dataset and our proposed Supermarket-10K dataset. Code, trained model and new dataset will be published with this paper.

20.0CVAug 12, 2019Code
Explicit Shape Encoding for Real-Time Instance Segmentation

Wenqiang Xu, Haiyang Wang, Fubo Qi et al.

In this paper, we propose a novel top-down instance segmentation framework based on explicit shape encoding, named \textbf{ESE-Seg}. It largely reduces the computational consumption of the instance segmentation by explicitly decoding the multiple object shapes with tensor operations, thus performs the instance segmentation at almost the same speed as the object detection. ESE-Seg is based on a novel shape signature Inner-center Radius (IR), Chebyshev polynomial fitting and the strong modern object detectors. ESE-Seg with YOLOv3 outperforms the Mask R-CNN on Pascal VOC 2012 at mAP$^r$@0.5 while 7 times faster.

11.1CVJan 26, 2018Code
SRDA: Generating Instance Segmentation Annotation Via Scanning, Reasoning And Domain Adaptation

Wenqiang Xu, Yonglu Li, Cewu Lu

Instance segmentation is a problem of significance in computer vision. However, preparing annotated data for this task is extremely time-consuming and costly. By combining the advantages of 3D scanning, reasoning, and GAN-based domain adaptation techniques, we introduce a novel pipeline named SRDA to obtain large quantities of training samples with very minor effort. Our pipeline is well-suited to scenes that can be scanned, i.e. most indoor and some outdoor scenarios. To evaluate our performance, we build three representative scenes and a new dataset, with 3D models of various common objects categories and annotated real-world scene images. Extensive experiments show that our pipeline can achieve decent instance segmentation performance given very low human labor cost.