Mohsen Kamalzadeh
4 年前
当前提交
f55ee988
共有 30 个文件被更改,包括 253 次插入 和 107 次删除
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5com.unity.perception/CHANGELOG.md
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10com.unity.perception/Documentation~/DatasetCapture.md
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55com.unity.perception/Documentation~/PerceptionCamera.md
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2com.unity.perception/Documentation~/Randomization/Index.md
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18com.unity.perception/Documentation~/TableOfContents.md
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30com.unity.perception/Documentation~/index.md
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13com.unity.perception/Runtime/GroundTruth/Labelers/ObjectCountLabeler.cs
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8com.unity.perception/Runtime/GroundTruth/Labelers/RenderedObjectInfoLabeler.cs
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10com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/HUDPanel.cs
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2com.unity.perception/Runtime/Randomization/Parameters/CategoricalParameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/Parameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/BooleanParameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/ColorParameters/ColorHsvaParameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/ColorParameters/ColorRgbParameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/FloatParameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/IntegerParameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/Vector2Parameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/Vector3Parameter.cs
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2com.unity.perception/Runtime/Randomization/Parameters/ParameterTypes/NumericParameters/Vector4Parameter.cs
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11com.unity.perception/Runtime/Randomization/Randomizers/Randomizer.cs
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1com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Tags/ColorRandomizerTag.cs
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8com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Randomizers/RotationRandomizer.cs
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2com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Randomizers/ColorRandomizer.cs
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3com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples/Randomizers/BackgroundObjectPlacementRandomizer.cs
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9com.unity.perception/Runtime/Randomization/Scenarios/ScenarioBase.cs
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28com.unity.perception/Documentation~/GroundTruthLabeling.md
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102com.unity.perception/Documentation~/images/SemanticSegmentationLabelConfig.png
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25com.unity.perception/Documentation~/GroundTruth-Labeling.md
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0/com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples
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0/com.unity.perception/Runtime/Randomization/Randomizers/RandomizerExamples.meta
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* [Installation Instructions](SetupSteps.md) |
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* [Getting Started](GettingStarted.md) |
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* [Labeling](GroundTruth-Labeling.md) |
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* [Perception Camera](PerceptionCamera.md) |
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* [Dataset Capture](DatasetCapture.md) |
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* [Randomization](Randomization/Index.md) |
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* [Unity Perception Package](index.md) |
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* [Installation instructions](SetupSteps.md) |
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* [Getting started](GettingStarted.md) |
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* [Labeling](GroundTruthLabeling.md) |
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* [Perception Camera](PerceptionCamera.md) |
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* [Dataset capture](DatasetCapture.md) |
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* [Randomization](Randomization/index.md) |
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* [Parameters](Randomization/Parameters.md) |
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* [Samplers](Randomization/Samplers.md) |
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* [Scenarios](Randomization/Scenarios.md) |
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* [Tutorial](Randomization/Tutorial.md) |
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# Labeling |
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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. |
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This mapping is accomplished for a GameObject by: |
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* Finding the nearest Labeling component attached to the object or its parents. |
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* Finding the first label in the Labeling component that is present anywhere in the Labeler's Label Config. |
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Unity uses the resolved Label Entry from the Label Config to produce the final output. |
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## Labeling component |
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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. |
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## Label Config |
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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. |
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## Best practices |
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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. |
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For example, you could label an asset representing a box of Rice Krispies as `food\cereal\kellogs\ricekrispies` |
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* "food": type |
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* "cereal": subtype |
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* "kellogs": main descriptor |
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* "ricekrispies": sub descriptor |
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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. |
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# Labeling |
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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. |
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This mapping is accomplished for a GameObject by: |
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* Finding the nearest Labeling component attached to the object or its ancestors. |
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* Find the first label in the Labeling which is present anywhere in the Labeler's Label Config. |
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* The resolved Label Entry from the Label Config is used to produce the final output. |
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## Labeling component |
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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. |
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## Label Config |
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Many labelers require 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. |
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## Best practices |
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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. |
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For example, an asset representing a box of Rice Krispies cereal could be labeled as `food\cereal\kellogs\ricekrispies` |
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* “food” - type |
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* “cereal” - subtype |
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* “kellogs” - main descriptor |
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* “ricekrispies” - sub descriptor |
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If the goal of the algorithm is to identify all objects in a scene that is “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 any mix of labels in the hierarchy can be used. |
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