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EUROPEAN MACHINE VISION FORUM


Turning Grand Theft Auto into a deep learning dataset


A group at the University of Bologna is making images from Grand Teſt Auto more realistic, so that they can act as training data for neural networks. Greg Blackman listened to Pierluigi Zama Ramirez’s presentation at the European Machine Vision Forum


W


hat can computer vision learn from video games? Researchers at the University of Bologna, in Italy, have


trained neural networks using images from the video game Grand Teſt Auto (GTA). Te idea is to see if the computer graphics from GTA can be made to seem like real images – from the neural network’s perspective at least. Pierluigi Zama Ramirez, a PhD student at


the University of Bologna, described the work at the European Machine Vision Association’s machine vision forum, held in Bologna, from 5 to 7 September. One of the big problems with deep learning,


Zama Ramirez explained, is annotating the large amount of image data needed to get an accurate output from a neural network. He said that a task like semantic segmentation – classifying


12 Imaging and Machine Vision Europe • October/November 2018


each pixel of the image – mostly has to be done manually, which can take two to six hours for each image. Te advantage of training a neural network


on synthetic data, such as those produced by computer graphics, is that ‘you can obtain the labels almost for free’, Zama Ramirez said, as well as having access to a lot of images. Te downside is that the models trained


on synthetic data cannot achieve the same performance as models trained on real data. Te researchers therefore set about trying


to make GTA images look more realistic using generative adversarial networks (GANs). Tis is a framework that consists of two neural networks: a generator and a discriminator. Te generator takes a synthetic image from the video game and tries to transform it into a realistic


@imveurope www.imveurope.com


Andrey Slepov/Shutterstock.com


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