unet

Image segmentation - custom loss function in Keras

℡╲_俬逩灬. 提交于 2019-12-23 19:50:15
问题 I am using a in Keras implemented U-Net (https://arxiv.org/pdf/1505.04597.pdf) to segment cell organelles in microscopy images. In order for my network to recognize multiple single objects that are separated by only 1 pixel, I want to use weight maps for each label image (formula is given in publication). As far as I know, I have to create my own custom loss function (in my case crossentropy) to make use of these weight maps. However, the custom loss function only takes in two parameters. How

UWP and HoloLens Unet [Command]

僤鯓⒐⒋嵵緔 提交于 2019-12-11 05:47:30
问题 I have two different Unity projects, one is a HoloLens application and the other is the desktop application. My goal is to manipulate an object in the HoloLens application through the desktop application. At the moment I have Unet working when the HoloLens is the host and the desktop acting as the client. Manipulating through the HoloLens and transferring that to the desktop application works, but it doesn't vice versa. I am unable to connect to the desktop application when it serves as the

Unet segmentation model predicts blank image? [duplicate]

大憨熊 提交于 2019-12-08 14:09:07
问题 This question already has an answer here : U-net low contrast test images, predict output is grey box (1 answer) Closed 10 days ago . I m using Unet architecture for lung segmentation it show me better training and Val loss but when I call predict function and give one image of training set as input.its gives me blank image as output .I am understanding why is doing so when it show good validation accuracy. I'm using keras 回答1: Accuracy is not a good metrics for segmentation, especially for

In Unity3D networking, how to have “more than one Player”?

試著忘記壹切 提交于 2019-12-02 06:48:38
问题 I have a simple LAN topology with a server and say three clients, -client server -client -client (they are not literally "players") The three clients communicate to the server various information. Of course just using [Command] calls. However they are "all the same". The same few calls are made. (The server knows which one has sent the info, from the ID.) At first, I simply spawned a "player" object, with a script on it with the various [Command] calls. each client has an abstract player

In Unity3D networking, how to have “more than one Player”?

拥有回忆 提交于 2019-12-02 05:10:57
I have a simple LAN topology with a server and say three clients, -client server -client -client (they are not literally "players") The three clients communicate to the server various information. Of course just using [Command] calls. However they are "all the same". The same few calls are made. (The server knows which one has sent the info, from the ID.) At first, I simply spawned a "player" object, with a script on it with the various [Command] calls. each client has an abstract player object it is spawned by the NetworkManager in the usual way However. It turns out, the server only