Detecting damaged car parts - python-3.x

I am trying to build a system that on providing an image of a car can assess the damage percentage of it and also find out which parts are damaged in the car.
Is there any possible way to do this using Python and open-cv or tensorflow ?
The GitHub repositories I found that were relevant to my work are these
https://github.com/VakhoQ/damage-car-detector/tree/master/DamageCarDetector
https://github.com/neokt/car-damage-detective
But what they provide is a qualitative output( like they say the car damage is high or low), I wanted to print out a quantitative output( percentage of damage ) along with the individual part names which are damaged
Is this possible ?
If so please help me out.
Thank you.

To extend the good answers given by #yves-daoust: It is not a trivial task and you should not try to do it at once with one single approach.
You should question yourself how a human with a comparable task, i.e. say an expert who reviews these cars after a leasing contract, proceeds with this. Then you have to formulate requirements and also restrictions for your system.
For instance, an expert first checks for any visual occurences and rates these, then they may check technical issues which may well be hidden from optical sensors (i.e. if the car is drivable, driving a round and estimate if the engine is running smoothly, the steering geometry is aligned (i.e. if the car manages to stay in line), if there are any minor vibrations which should not be there and so on) and they may also apply force (trying to manually shake the wheels to check if the bearings are ok).
If you define your measurement system as restricted to just a normal camera sensor, you are somewhat limited within to what extend your system is able to deliver.
If you just want to spot cosmetic damages, i.e. classification of scratches in paint and rims, I'd say a state of the art machine vision application should be able to help you to some extent:
First you'd need to detect the scratches. Bear in mind that visibility of scratches, especially in the field with changing conditions (sunlight) may be a very hard to impossible task for a cheap sensor. I.e. to cope with reflections a system might need to make use of polarizing filters, special effect paints may interfere with your optical system in a way you are not able to spot anything.
Secondly, after you detect the position and dimension of these scratches in the camera coordinates, you need to transform them into real world coordinates for getting to know the real dimensions of these scratches. It would also be of great use to know the exact location of the scratch on the car (which would require a digital twin of the car - which is not to be trivially done anymore).
After determining the extent of the scratch and its position on the car, you need to apply a cost model. Because some car parts are easily fixable, say a scratch in the bumper, just respray the bumper, but scratch in the C-Pillar easily is a repaint for the whole back quarter if it should not be noticeable anymore.
Same goes with bigger scratches / cracks: The optical detection model needs to be able to distinguish between scratches and cracks (which is very hard to do, just by looking at it) and then the cost model can infer the cost i.e. if a bumper needs just respray or needs complete replacement (because it is cracked and not just scratched). This cost model may seem to be easy but bear in mind this needs to be adopted to every car you "scan". Because one cheap damage for the one car body might be a very hard to fix damage for a different car body. I'd say this might even be harder than to spot the inital scratches because you'd need to obtain the construction plans/repair part lists (the repair handbooks / repair part lists are mostly accessible if you are a registered mechanic but they might cost licensing fees) of any vehicle you want to quote.
You see, this is a very complex problem which is composed of multiple hard sub-problems. The easiest or probably the best way to do this would be to do a bottom up approach, i.e. starting with a simple "scratch detector" which just spots scratches in paint. Then go from there and you easily see what is possible and what is not

Related

No depot VRP - roadside assistance

I am researching a problem that is pretty unique.
Imagine a roadside assistance company that wants to dynamically route its vehicles. Hence for each packet of new incidents wants to create routes that will satisfy them, according to some constraints (time constraints, road accessibility, vehicle - incident matching).
The company has an heterogeneous fleet of vehicle (motorbikes for easy cases, up to tow trucks for the hard cases) and each incident states it's uniqueness (we know if it wants just fuel, or needs towing).
There is no depot, only the vehicles roaming on the streets.
The objective is to dynamically create routes on the way, having in mind the minimization of time and the total traveled distance.
Have you ever met such a problem? Do you have any idea in which VRP variant it belongs?
I have seen two previous questions but unfortunately they don't fit with my problem.
The respected optaplanner - VRP but with no depot and Does optaplanner out of box support VRP with multiple trips and no depot, which are both open VRPs.
Unfortunately I don't have code right now, as I am still modelling the way I will approach this problem.
I am really sorry for creating a suggestion question and not a real one.
Thank you so much in advance.
It's a rich dynamic/realtime vehicle routing problem. You won't find an exact name for your problem, as when VRPs get too complex they don't fit inside any of the standard categories.
It's clearly a dynamic/realtime problem (the terms are used interchangeably) as you would typically only find out about roadside breakdowns at short notice.
Sometimes you're servicing a broken down car, which would be a single stop (so a vehicle routing problem). Sometimes you're towing a car, which would be a pick-up delivery problem. So you have a mix of both together.
You would want to get to the broken down vehicles ASAP and some would need fixing sooner than others (think a car broken down in a dangerous position on a motorway). You would therefore need soft time windows so you can penalise lateness instead of the standard hard time windows supported in most VRP formulations.
Also for you to be able to scale to larger problems, you need an incremental optimiser that can restart from the previous (possibly now infeasible) solution when new jobs are added, vehicle positions are changed etc. This isn't supported out of the box in the open source solvers I know of.
We developed a commercial engine which does the above. We started off using the jsprit library, which supports mixing single stop and pickup delivery problems together. We later had to replace jsprit due to the amount of code we had to override to get it running happily for realtime problems, however jsprit may still prove a useful starting point for you. We discuss some of the early technical obstacles we had to overcome in getting jsprit to handle realtime problems in this white paper.

Why is it usually easier to perform selection tests in object space?

I'm taking an introductory graphics course, and while I intuitively understand that converting a click or touch into object coordinates will make the math much cleaner, reduce the chances for human error, and potentially make debugging easier, none of these are actually a very good explanation, conceptually, of why object coordinate spaces are used in selection tests, as opposed to simply using world coordinates for the test - rather, they're just observations of what tends to happen when object coordinates are used. So I ask: why?
A selection test involves comparing the click coordinates, which you get in window coordinates, against lots and lots of object features, which are represented in object coordinates.
You need to transform them into the same coordinate system in order to do the checks, so you can EITHER transform the one simple click point OR you can transform all the various object features.
Transforming one point or line is just a lot easier that transforming a whole bunch of object features of various types.
There are cases where the location of a specific object or point may not be known within a world coordinate system, but is known relative to some other coordinate system.
To summarize an example from my course text, consider the idea of two different towns, one using a grid system for its layout, and the other using what I can only describe as the New England we-made-cow-trails-into-roads method. A government employee is tasked with creating a layout of the area which includes them, and in doing so has to convert the two coordinate systems into a third, which encompasses the other two.
Sometimes, using a world atlas just isn't practical to get across the street, and so something much more local (and relevant) is used instead, as it provides much more detail over a much smaller area.
The text also explains that it may be more than simply impractical to use a given coordinate system - it may yield results that are improbable or just plain wrong. This is evidenced in the evolution of the geocentric and heliocentric models of the universe - the distance of the stars from us was calculated with very different results using the two models.
Thinking of my own example, the best that comes to mind would be something like your own internal organs - from the outside, you don't know for sure exactly the shape, size, and structure of each of them, but your own body does. In order to be able to access that information, you need to look inside the body (ideally in a way that doesn't kill you). It's not something that is plainly observable from outside.

Detecting Handedness from Device Use

Is there any body of evidence that we could reference to help determine whether a person is using a device (smartphone/tablet) with their left hand or right hand?
My hunch is that you may be able to use accelerometer data to detect a slight tilt, perhaps only while the user is manipulating some sort of on screen input.
The answer I'm looking for would state something like, "research shows that 90% of right handed users that utilize an input mechanism tilt their phone an average of 5° while inputting data, while 90% of left handed users utilizing an input mechanism have their phone tilted an average of -5°".
Having this data, one would be able to read accelerometer data and be able to make informed decisions regarding placement of on screen items that might otherwise be in the way for left handed users or right handed users.
You can definitely do this but if it were me, I'd try a less complicated approach. First you need to recognize that not any specific approach will yield 100% accurate results - they will be guesses but hopefully highly probable ones. With that said, I'd explore the simple-to-capture data points of basic touch events. You can leverage these data points and pull x/y axis on start/end touch:
touchStart: Triggers when the user makes contact with the touch
surface and creates a touch point inside the element the event is
bound to.
touchEnd: Triggers when the user removes a touch point from the
surface.
Here's one way to do it - it could be reasoned that if a user is left handed, they will use their left thumb to scroll up/down on the page. Now, based on the way the thumb rotates, swiping up will naturally cause the arch of the swipe to move outwards. In the case of touch events, if the touchStart X is greater than touchEnd X, you could deduce they are left handed. The opposite could be true with a right handed person - for a swipe up, if the touchStart X is less than touchEnd X, you could deduce they are right handed. See here:
Here's one reference on getting started with touch events. Good luck!
http://www.javascriptkit.com/javatutors/touchevents.shtml
There are multiple approaches and papers discussing this topic. However, most of them are written between 2012-2016. After doing some research myself I came across a fairly new article that makes use of deep learning.
What sparked my interest is the fact that they do not rely on a swipe direction, speed or position but rather on the capacitive image each finger creates during a touch.
Highly recommend reading the full paper: http://huyle.de/wp-content/papercite-data/pdf/le2019investigating.pdf
Whats even better, the data set together with Python 3.6 scripts to preprocess the data as well as train and test the model described in the paper are released under the MIT license. They also provide the trained models and the software to
run the models on Android.
Git repo: https://github.com/interactionlab/CapFingerId

Level of Detail in 3D graphics - What are the pros and cons?

I understand the concept of LOD but I am trying to find out the negative side of it and I see no reference to that from Googling around. The only pro I keep coming across is that it improves performance by omitting details when an object is far and displaying better graphics when the object is near.
Seriously that is the only pro and zero con? Please advice. Tnks.
There are several kinds of LOD based on camera distance. Geometric, animation, texture, and shading variations are the most common (there are also LOD changes that can occur based on image size and, for gaming, hardware capabilities and/or frame rate considerations).
At far distances, models can change tessellation or be replaced by simpler models. Animated details (say, fingers) may simplify or disappear. Textures may move to simpler textures, bump maps vanish, spec/diffuse maps combines, etc. And shaders may also swap-put to reduce the number of texture inputs or calculation (though this is less common and may be less profitable, since when objects are far away they already fill fewer pixels -- but it's important for screen-filling entities like, say, a mountain).
The upsides are that your game/app will have to render less data, and in some cases, the LOD down-rezzed model may actually look better when far away than the more-complex model (usually because the more detailed model will exhibit aliasing when far away, but the simpler one can be tuned for that distance). This frees-up resources for the nearer models that you probably care about, and lets you render overall larger scenes -- you might only be able to render three spaceships at a time at full-res, but hundreds if you use LODs.
The downsides are pretty obvious: you need to support asset swapping, which can mean both the real-time selection of different assets and switching them but also the management (at times of having both models in your memory pipeline (one to discard, one to load)); and those models don't come from the air, someone needs to create them. Finally, and this is really tricky for PC apps, less so for more stable platforms like console gaming: HOW DO YOU MEASURE the rendering benefit? What's the best point to flip from version A of a model to B, and B to C, etc? Often LODs are made based on some pretty hand-wavy specifications from an engineer or even a producer or an art director, based on hunches. Good measurement is important.
LOD has a variety of frameworks. What you are describing fits a distance-based framework.
One possible con is that you will have inaccuracies when you choose an arbitrary point within the object for every distance calculation. This will cause popping effects at times since the viewpoint can change depending on orientation.

How do you measure if an interface change improved or reduced usability?

For an ecommerce website how do you measure if a change to your site actually improved usability? What kind of measurements should you gather and how would you set up a framework for making this testing part of development?
Multivariate testing and reporting is a great way to actually measure these kind of things.
It allows you to test what combination of page elements has the greatest conversion rate, providing continual improvement on your site design and usability.
Google Web Optimiser has support for this.
Similar methods that you used to identify the usability problems to begin with-- usability testing. Typically you identify your use-cases and then have a lab study evaluating how users go about accomplishing certain goals. Lab testing is typically good with 8-10 people.
The more information methodology we have adopted to understand our users is to have anonymous data collection (you may need user permission, make your privacy policys clear, etc.) This is simply evaluating what buttons/navigation menus users click on, how users delete something (i.e. changing quantity - are more users entering 0 and updating quantity or hitting X)? This is a bit more complex to setup; you have to develop an infrastructure to hold this data (which is actually just counters, i.e. "Times clicked x: 138838383, Times entered 0: 390393") and allow data points to be created as needed to plug into the design.
To push the measurement of an improvement of a UI change up the stream from end-user (where the data gathering could take a while) to design or implementation, some simple heuristics can be used:
Is the number of actions it takes to perform a scenario less? (If yes, then it has improved). Measurement: # of steps reduced / added.
Does the change reduce the number of kinds of input devices to use (even if # of steps is the same)? By this, I mean if you take something that relied on both the mouse and keyboard and changed it to rely only on the mouse or only on the keyboard, then you have improved useability. Measurement: Change in # of devices used.
Does the change make different parts of the website consistent? E.g. If one part of the e-Commerce site loses changes made while you are not logged on and another part does not, this is inconsistent. Changing it so that they have the same behavior improves usability (preferably to the more fault tolerant please!). Measurement: Make a graph (flow chart really) mapping the ways a particular action could be done. Improvement is a reduction in the # of edges on the graph.
And so on... find some general UI tips, figure out some metrics like the above, and you can approximate usability improvement.
Once you have these design approximations of user improvement, and then gather longer term data, you can see if there is any predictive ability for the design-level usability improvements to the end-user reaction (like: Over the last 10 projects, we've seen an average of 1% quicker scenarios for each action removed, with a range of 0.25% and standard dev of 0.32%).
The first way can be fully subjective or partly quantified: user complaints and positive feedbacks. The problem with this is that you may have some strong biases when it comes to filter those feedbacks, so you better make as quantitative as possible. Having some ticketing system to file every report from the users and gathering statistics about each version of the interface might be useful. Just get your statistics right.
The second way is to measure the difference in a questionnaire taken about the interface by end-users. Answers to each question should be a set of discrete values and then again you can gather statistics for each version of the interface.
The latter way may be much harder to setup (designing a questionnaire and possibly the controlled environment for it as well as the guidelines to interpret the results is a craft by itself) but the former makes it unpleasantly easy to mess up with the measurements. For example, you have to consider the fact that the number of tickets you get for each version is dependent on the time it is used, and that all time ranges are not equal (e.g. a whole class of critical issues may never be discovered before the third or fourth week of usage, or users might tend not to file tickets the first days of use, even if they find issues, etc.).
Torial stole my answer. Although if there is a measure of how long it takes to do a certain task. If the time is reduced and the task is still completed, then that's a good thing.
Also, if there is a way to record the number of cancels, then that would work too.

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