Procedural synthetic data generation has received increasing attention in computer vision. Procedural signed distance functions (SDFs) are a powerful tool for modeling large-scale detailed scenes, but existing mesh extraction methods have artifacts or performance profiles that limit their use for synthetic data. We propose OcMesher, a mesh extraction algorithm that efficiently handles high-detail unbounded scenes with perfect view-consistency, with easy export to downstream real-time engines. The main novelty of our solution is an algorithm to construct an octree based on a given SDF and multiple camera views. We performed extensive experiments, and show our solution produces better synthetic data for training and evaluation of computer vision models.
We introduce Infinigen, a procedural generator of photorealistic 3D scenes of the natural world. Infinigen is entirely procedural: every asset, from shape to texture, is generated from scratch via randomized mathematical rules, using no external source and allowing infinite variation and composition. Infinigen offers broad coverage of objects and scenes in the natural world including plants, animals, terrains, and natural phenomena such as fire, cloud, rain, and snow. Infinigen can be used to generate unlimited, diverse training data for a wide range of computer vision tasks including object detection, semantic segmentation, optical flow, and 3D reconstruction. We expect Infinigen to be a useful resource for computer vision research and beyond. Please visit https://infinigen.org for videos, code and pre-generated data.
What does bumping into things in a scene tell you about scene geometry? In this paper, we investigate the idea of learning from collisions. At the heart of our approach is the idea of collision replay, where we use examples of a collision to provide supervision for observations at a past frame. We use collision replay to train convolutional neural networks to predict a distribution over collision time from new images. This distribution conveys information about the navigational affordances (e.g., corridors vs open spaces) and, as we show, can be converted into the distance function for the scene geometry. We analyze this approach with an agent that has noisy actuation in a photorealistic simulator.