Table A1

Selection of scene variation possibilities to improve larger-scale data augmentation using Unreal Engine and Synavis. The list is not exhaustive, but should give a good impression that stochastic augmentation should be applied wherever possible.

ObjectPropertyDescription
SunPosition2 DoF ϕ,η[0,π]
SunStrength[Lumen]
SunAmbient lightIntensity [Lumen]
FieldPlant positionVarying position 2 DoF, dependent on scene and placing, interior experiment scenes have less potential variability here
FieldPlant densityHandled via position, this would be a good way of targeting different DL models that also react sensitively towards changes in complexity
PlantPlant agedetermined by parametrization, usually within T[0,30]
PlantPlant leaf bendingPartly visual feature—leaf bending is influenced by environmental conditions. When rendering a wet scene, leaf bending should be increased. For accuracy, it should be determined how large the impact of additional weight is on the leaf structure. If it can be assured that the leaf bending is not taken into account to solve the target problem, this can be estimated.
RoomRoom lights and diffusionFor digitized experiments, lights should be calibrated to actual brightness values as stated by the bulb manufacturer.
RoomRoom wall materialRGB texture X×Y×R×B×G, Specularity, Roughness
CameraCamera lens propertiesA collection of scalars describing the cameras lense and depth-of-field effects in UE
CameraCamera positionCamera paths throughout the scene might further reveal critical insight into algorithm performance in specific and extraordinary circumstances.
Post processingColour and screen effectsFilm grain, movement effects, and more effects can be introduced using Post Process Materials. Not that encoding effects would be captures using the style of encoding and if finetuning towards those effects should be done, the reference should produce effects that might be affected by the encoding the strongest.
ObjectPropertyDescription
SunPosition2 DoF ϕ,η[0,π]
SunStrength[Lumen]
SunAmbient lightIntensity [Lumen]
FieldPlant positionVarying position 2 DoF, dependent on scene and placing, interior experiment scenes have less potential variability here
FieldPlant densityHandled via position, this would be a good way of targeting different DL models that also react sensitively towards changes in complexity
PlantPlant agedetermined by parametrization, usually within T[0,30]
PlantPlant leaf bendingPartly visual feature—leaf bending is influenced by environmental conditions. When rendering a wet scene, leaf bending should be increased. For accuracy, it should be determined how large the impact of additional weight is on the leaf structure. If it can be assured that the leaf bending is not taken into account to solve the target problem, this can be estimated.
RoomRoom lights and diffusionFor digitized experiments, lights should be calibrated to actual brightness values as stated by the bulb manufacturer.
RoomRoom wall materialRGB texture X×Y×R×B×G, Specularity, Roughness
CameraCamera lens propertiesA collection of scalars describing the cameras lense and depth-of-field effects in UE
CameraCamera positionCamera paths throughout the scene might further reveal critical insight into algorithm performance in specific and extraordinary circumstances.
Post processingColour and screen effectsFilm grain, movement effects, and more effects can be introduced using Post Process Materials. Not that encoding effects would be captures using the style of encoding and if finetuning towards those effects should be done, the reference should produce effects that might be affected by the encoding the strongest.
Table A1

Selection of scene variation possibilities to improve larger-scale data augmentation using Unreal Engine and Synavis. The list is not exhaustive, but should give a good impression that stochastic augmentation should be applied wherever possible.

ObjectPropertyDescription
SunPosition2 DoF ϕ,η[0,π]
SunStrength[Lumen]
SunAmbient lightIntensity [Lumen]
FieldPlant positionVarying position 2 DoF, dependent on scene and placing, interior experiment scenes have less potential variability here
FieldPlant densityHandled via position, this would be a good way of targeting different DL models that also react sensitively towards changes in complexity
PlantPlant agedetermined by parametrization, usually within T[0,30]
PlantPlant leaf bendingPartly visual feature—leaf bending is influenced by environmental conditions. When rendering a wet scene, leaf bending should be increased. For accuracy, it should be determined how large the impact of additional weight is on the leaf structure. If it can be assured that the leaf bending is not taken into account to solve the target problem, this can be estimated.
RoomRoom lights and diffusionFor digitized experiments, lights should be calibrated to actual brightness values as stated by the bulb manufacturer.
RoomRoom wall materialRGB texture X×Y×R×B×G, Specularity, Roughness
CameraCamera lens propertiesA collection of scalars describing the cameras lense and depth-of-field effects in UE
CameraCamera positionCamera paths throughout the scene might further reveal critical insight into algorithm performance in specific and extraordinary circumstances.
Post processingColour and screen effectsFilm grain, movement effects, and more effects can be introduced using Post Process Materials. Not that encoding effects would be captures using the style of encoding and if finetuning towards those effects should be done, the reference should produce effects that might be affected by the encoding the strongest.
ObjectPropertyDescription
SunPosition2 DoF ϕ,η[0,π]
SunStrength[Lumen]
SunAmbient lightIntensity [Lumen]
FieldPlant positionVarying position 2 DoF, dependent on scene and placing, interior experiment scenes have less potential variability here
FieldPlant densityHandled via position, this would be a good way of targeting different DL models that also react sensitively towards changes in complexity
PlantPlant agedetermined by parametrization, usually within T[0,30]
PlantPlant leaf bendingPartly visual feature—leaf bending is influenced by environmental conditions. When rendering a wet scene, leaf bending should be increased. For accuracy, it should be determined how large the impact of additional weight is on the leaf structure. If it can be assured that the leaf bending is not taken into account to solve the target problem, this can be estimated.
RoomRoom lights and diffusionFor digitized experiments, lights should be calibrated to actual brightness values as stated by the bulb manufacturer.
RoomRoom wall materialRGB texture X×Y×R×B×G, Specularity, Roughness
CameraCamera lens propertiesA collection of scalars describing the cameras lense and depth-of-field effects in UE
CameraCamera positionCamera paths throughout the scene might further reveal critical insight into algorithm performance in specific and extraordinary circumstances.
Post processingColour and screen effectsFilm grain, movement effects, and more effects can be introduced using Post Process Materials. Not that encoding effects would be captures using the style of encoding and if finetuning towards those effects should be done, the reference should produce effects that might be affected by the encoding the strongest.
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