Abdullah Naeem, Anav Katwal, Ayon Dey +2cs.CV cs.AI
The AI City Challenge 2026 Track 1 evaluates multi-camera 3D perception in large indoor warehouses under a synthetic-to-real (Sim2Real) setting; depth is available only for training and validation, so inference is RGB-only. We use two RGB-only routes as a controlled test of one hypothesis: that cross-view geometric consistency, not monocular depth accuracy, governs performance under Sim2Real. The first is a geometry-first pipeline: YOLO11x detection, homography lifting to the world frame, class-level 3D size priors, multi-camera fusion, world-coordinate tracking, and offline tracklet stitching. The second is estimated-depth pseudo-LiDAR: monocular depth (D4RT, Metric3D~v2) back-projected into a fused point cloud and passed to a 3D detector (V-DETR), mirroring prior point-cloud winners that used depth. The gap is decisive: geometry-first reaches 13.0 3D HOTA (51.6 LocA), whereas pseudo-LiDAR collapses to 0.12 (9.2 LocA). We trace the collapse to cross-view inconsistency of monocular depth---scale correction is necessary but not sufficient---which domain-adaptation fine-tuning does not repair within budget. Within the geometry pipeline, offline stitching is the only intervention that helps; SAHI detection, appearance Re-ID, learned lifting, RT-DETR ensembling, test-time augmentation, and domain randomization all fail to beat the baseline detector. The bottlenecks are complementary: detection quality bounds the geometry route (DetA), localization consistency bounds pseudo-LiDAR (LocA). We release a complete, reproducible RGB-only pipeline and ablation.
Video game engines have been an important source for generating large volumes of visual synthetic datasets for training and evaluating computer vision algorithms that are to be deployed in the real world. While the visual fidelity of modern game engines has been significantly improved with technologies such as ray-tracing, a notable sim2real appearance gap between the synthetic and the real-world images still remains, which limits the utilization of synthetic datasets in real-world applications. In this letter, we investigate the ability of a state-of-the-art image generation and editing diffusion model (FLUX.2-4B Klein) to enhance the photorealism of synthetic datasets and compare its performance against a traditional image-to-image translation model (REGEN). Furthermore, we propose a hybrid approach that combines the strong geometry and material transformations of diffusion-based methods with the distribution-matching capabilities of image-to-image translation techniques. Through experiments, it is demonstrated that REGEN outperforms FLUX.2-4B Klein and that by combining both FLUX.2-4B Klein and REGEN models, better visual realism can be achieved compared to using each model individually, while maintaining semantic consistency. The code is available at: https://github.com/stefanos50/Hybrid-Sim2Real