aiqbench analysis
This research addresses the critical data scarcity in underwater robotics by introducing a synthetic data generation pipeline within OceanSim to train perception models. The study evaluates how simulated variations impact sim-to-real generalization, specifically for tasks like sea urchin detection, while highlighting current limitations in rendering fidelity and scene diversity. For practitioners working on marine AI, this work offers an open-source framework to bypass the high costs of collecting labeled real-world underwater datasets.
Towards Scaling Marine Perception with Synthetic Data
arXiv:2609.20680v1 Announce Type: new Abstract: Scalable machine learning in challenging underwater environments is strongly limited by the lack of labeled real-world training data. This data is often expensive and laborious to gather, making large-scale real-world data challenging to gather and curate. However, simulated data can help close the gap, enabling many learning-based tasks for underwater perception. In this work, we extend OceanSim, an IsaacSim-based underwater perception simulator, with a Synthetic Data Generation (SDG) pipeline for training models to be used in underwater scenarios. The proposed pipeline enables users to generate large, automatically labeled, photorealistic datasets with configurable scene appearance, structure, and sensor settings. We evaluate the pipeline on a real-world sea urchin detection task and study how different forms of synthetic scene variation affect sim-to-real performance. Based on these experiments, we discuss findings on our results, main limitations of the current pipeline and identify future directions for improving underwater rendering fidelity, scene diversity, and the evaluation of sim-to-real generalization. The open-source code can be found at https://github.com/umfieldrobotics/OceanSim.
Abstract:Scalable machine learning in challenging underwater environments is strongly limited by the lack of labeled real-world training data. This data is often expensive and laborious to gather, making large-scale real-world data challenging to gather and curate. However, simulated data can help close the gap, enabling many learning-based tasks for underwater perception. In this work, we extend OceanSim, an IsaacSim-based underwater perception simulator, with a Synthetic Data Generation (SDG) pipeline for training models to be used in underwater scenarios. The proposed pipeline enables users to generate large, automatically labeled, photorealistic datasets with configurable scene appearance, structure, and sensor settings. We evaluate the pipeline on a real-world sea urchin detection task and study how different forms of synthetic scene variation affect sim-to-real performance. Based on these experiments, we discuss findings on our results, main limitations of the current pipeline and identify future directions for improving underwater rendering fidelity, scene diversity, and the evaluation of sim-to-real generalization. The open-source code can be found at this https URL.
Robotics (cs.RO); Computer Vision and Pattern Recognition (cs.CV)
arXiv:2609.20680 [cs.RO]
(or arXiv:2609.20680v1 [cs.RO] for this version)
https://doi.org/10.48550/arXiv.2609.20680 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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