4:16 love it when the cars keep the same ids after getting occluded and reappear. In KITTI's evaluation it is not counted as an id switch if it changes id after getting occluded; many papers didn't treat or even recognize this problem. Great job.
Great work, it would also be useful to have a live video while installing and coding/using the package with an input video, so that we see better the big picture and deploy your code quick. Congrats again.
They answer this in their paper: "Our simulation is based on Grand Theft Auto V, a modern game that simulates a functioning city and its surroundings in a photo-realistic three-dimensional world. To associate object instances across frames, we utilize in-game API to capture global instance id and corresponding 3D annotations directly."
4:16 love it when the cars keep the same ids after getting occluded and reappear. In KITTI's evaluation it is not counted as an id switch if it changes id after getting occluded; many papers didn't treat or even recognize this problem. Great job.
Great work, it would also be useful to have a live video while installing and coding/using the package with an input video, so that we see better the big picture and deploy your code quick. Congrats again.
3:54 missed the bus! heheh
Still, amazing work!
How did you gather the distance and the 3d box annotation data from the GTAV? Did you label it manually?
They answer this in their paper:
"Our simulation is based on Grand Theft Auto V, a modern
game that simulates a functioning city and its surroundings
in a photo-realistic three-dimensional world. To associate
object instances across frames, we utilize in-game API to
capture global instance id and corresponding 3D annotations
directly."