Free Supervision from Video Games
By Philipp Krahenbuhl. 2018
98 citations recorded by the source corpus.
Deep networks are extremely hungry for data. They devour hundreds of thousands of labeled images to learn robust and semantically meaningful feature representations. Current networks are so data hungry that collecting labeled data has become as important as designing the networks themselves. Unfortunately, manual data collection is both expensive and time consuming. We present an alternative, and show how ground truth labels for many vision tasks are easily extracted from video games in real time as we play them. We interface the popular Microsoft® DirectX® rendering API, and inject specialized rendering code into the game as it is running. This code produces ground truth labels for instance segmentation, semantic labeling, depth estimation, optical flow, intrinsic image decomposition, and instance tracking. Instead of labeling images, a researcher now simply plays video games all day long. Our method is general and works on a wide range of video games. We collected a dataset of 220k training images, and 60k test images across 3 video games, and evaluate state of the art optical flow, depth estimation and intrinsic image decomposition algorithms. Our video game data is visually closer to real world images, than other synthetic dataset.
Subfields: Computer Vision and Pattern Recognition, Reinforcement Learning
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Luc Van Gool
- Dacheng Tao
- Jitendra Malik
- Trevor Darrell
- Ming-Hsuan Yang
- Xiaogang Wang
- Andrew Zisserman
- Andrea Vedaldi
In Reinforcement Learning
- Sergey Levine
- Pieter Abbeel
- Trevor Darrell
- Chelsea Finn
- Vladlen Koltun
- Dinesh Jayaraman
- Vikash Kumar
- Igor Mordatch
Citations in the corpus
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