Conclusion & Future Work
Conclusion
WaldoGen demonstrates a full computer vision pipeline for turning an ordinary image into a Where's Waldo game. The implementation combines modern pretrained models with rule based reasoning. Overall, the project creates these games by combining detection, segmentation, depth estimation, compositing, stylization and blending to create Where's Waldo scenes from arbitrary pictures. Our results showcase the benefits and detriments to our approach. The pipeline itself is flexible due to each stage being built separately with debug info generated along the way. The quality of the output depends a lot on how good the pretrained models are as well as our heuristics. In edge case scenes with bad perspective, unusual objects, or other outlier features Waldo may not be properly placed and hidden.
Future work
Future work could improve all aspects of the pipeline. Some ideas are:
- Replace heuristics for placement with a learned model trained on human preference.
- Use stronger geometric reasoning for feet placement such as identifying 3D aspects of the scene like surfaces.
- Improve occlusion by further leveraging depth mask to create more dynamic masks that don't depend on individual objects.
- Insert more characters than just Waldo into the scene to create diversions and increase difficulty of the game while maintaining feasibility.
- Make a more consistent stylization model through fine tuning.
- Have a backend hosted somewhere that runs the inference of the models so that the website can generate games instead of requiring users to download the code and run locally.
- Add user controls for game difficulty, timing, etc.