您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

1.7 KiB

Labeling

Many labelers require mapping the objects in the view to the values recorded in the dataset. As an example, Semantic Segmentation needs to determine the color to draw each object in the segmentation image.

This mapping is accomplished for a GameObject by:

  • Finding the nearest Labeling component attached to the object or its parents.

  • Finding the first label in the Labeling component that is present anywhere in the Labeler's Label Config.

Unity uses the resolved Label Entry from the Label Config to produce the final output.

Labeling component

The Labeling component associates a list of string-based labels with a GameObject and its descendants. A Labeling component on a descendant overrides its parent's labels.

Label Config

Many labelers require a Label Config asset. This asset specifies a list of all labels to be captured in the dataset along with extra information used by the various labelers.

Best practices

Generally algorithm testing and training requires a single label on an asset for proper identification such as "chair", "table" or "door". To maximize asset reuse, however, it is useful to give each object multiple labels in a hierarchy.

For example, you could label an asset representing a box of Rice Krispies as food\cereal\kellogs\ricekrispies

  • "food": type
  • "cereal": subtype
  • "kellogs": main descriptor
  • "ricekrispies": sub descriptor

If the goal of the algorithm is to identify all objects in a Scene that are "food", that label is available and can be used. Conversely if the goal is to identify only Rice Krispies cereal within a Scene that label is also available. Depending on the goal of the algorithm, you can use any mix of labels in the hierarchy.