A Hybrid Game Engine–Generative AI Framework for Overcoming Data Scarcity in Open-Pit Crack Detection
Abstract
1. Introduction
- We design and implement a novel hybrid framework for large-scale synthetic dataset generation without requiring real-world training data, combining a parameterized UE5 virtual environment, StyleGAN2-ADA-based image enhancement, and automatic annotation using a vision language model (VLM).
- We conduct a systematic evaluation of three transfer learning strategies for training StyleGAN2-ADA on game engine data, comparing semantically unrelated and domain-aligned source domains to assess their impact on generation quality. The fidelity, diversity, and domain gap of the generated images are evaluated through a combination of distributional, perceptual, statistical, and embedding-based analyses.
- We evaluate downstream effectiveness by training YOLOv11 on synthetic data generated by the proposed framework and testing its object detection performance on a held-out set of 200 real-world open-pit mining images, demonstrating that the best-performing configurations improve AP@0.5 and AP@[0.5:0.95] over the UE5 baseline by up to 16.4% and 34.7%, respectively.
2. Related Works
2.1. Synthetic Dataset Generation Using Game Engines
2.2. Synthetic Dataset Generation Using Generative Models
| Application | Downstream Task | Training Dataset | Training Configuration | FID |
|---|---|---|---|---|
| Petrographic image classification [103] | Classification | 10,070 real petrographic images | 6520 kimg, NVIDIA Quadro RTX 5000 | 12.49 |
| Brain tumor classification [72] | Classification | 3064 real brain scans | NVIDIA Tesla P100 | 58.11–67.53 |
| Abdominal scan synthesis [99] | Not reported | 1300 real abdominal scans | 7800 kimg, NVIDIA GeForce RTX 2080 | 18.14 |
| Algal bloom detection [74] | Semantic segmentation | 3114 real algal bloom images | NVIDIA Tesla P100 | 42.56 |
| Dental radiograph classification [73] | Classification | 1456 real dental radiographs | NVIDIA Tesla A100 | 72.76 |
| Brain scan synthesis [98] | Not reported | 1412 real brain scans | 1800 kimg, NVIDIA Tesla A100 | 20.21 |
| Chest X-ray classification [102] | Classification | 3616 real chest X-rays | NVIDIA Tesla K80 | 20.90 |
| Skin cancer classification [97] | Classification | 33,126 real skin lesion images | NVIDIA GeForce RTX 3090 | 0.79 |
| Landslide detection [104] | Semantic segmentation | 770 real landslide images | Not reported | 67.47 |
| Wildfire detection [76] | Object detection | 1865 real wildfire images | 25,000 kimg, NVIDIA GeForce RTX 3090 Ti | 24.07 |
| Pavement crack detection [105] | Semantic segmentation | 778 real crack images | 32,000 kimg, NVIDIA Tesla T4 | 6.30 |
3. Materials and Methods
3.1. Synthetic Dataset Generation Using UE5
3.1.1. Virtual Environment Construction
3.1.2. Terrain Material Parameterization
3.1.3. Surface Crack Decal Parameterization
3.1.4. Lighting Positioning and Intensity Parameterization
3.1.5. Camera Viewpoint Parameterization
3.1.6. Synthetic Image Rendering
3.1.7. Bounding Box Computation
3.1.8. Automated Dataset Generation Pipeline
| Algorithm 1. Automated Synthetic Dataset Generation Pipeline for UE5 |
| Input: Dataset size N, Crack decals C, Terrain materials T Output: Images I = {I1, …, IN}, Labels L = {L1, …, LN} 1: for i = 1 to N do 2: //Sample crack decal and terrain material 3: crack ← SampleCrack(C), terrain ← SampleMaterial(T) 4: //Sample lighting and camera parameters 5: (θ, ψ, I) ← SampleLighting(), (d, ϕ, α, ρ, FOV) ← SampleCamera() 6: //Configure scene with sampled parameters 7: SpawnDecal(crack), ApplyTerrainMaterial(terrain), SetDirectionalLight(θ, ψ, I) 8: //Compute and assign camera position 9: position ← SphericalToCartesian(d, ϕ, α) 10: SetPosition(position, roll = ρ, perspective = FOV) 11: //Render image and compute annotation 12: Ii = CaptureImage(), Li = ComputeBoundingBox() 13: //Prepare for next iteration 14: DestroyDecal(crack) 15: end for 16: return I, L |
3.2. Synthetic Dataset Fidelity and Diversity Enhancement Using StyleGAN2-ADA
3.2.1. StyleGAN2-ADA Architecture Overview
3.2.2. StyleGAN2-ADA Training Configuration
3.2.3. Generation Fidelity Evaluation
3.2.4. Generation Diversity Evaluation
3.2.5. Domain Gap Evaluation
3.2.6. Automatic Annotation Using Grounding DINO
3.3. Crack Detection Using YOLOv11
3.3.1. YOLOv11 Architecture Overview
3.3.2. YOLOv11 Training Configuration
3.3.3. Object Detection Performance Evaluation
4. Results and Discussion
4.1. StyleGAN2-ADA Training and Image Generation Assessment
4.1.1. Training Dynamics
4.1.2. Generation Fidelity and Diversity Evaluation
4.1.3. Domain Gap Evaluation
4.1.4. Annotation Reliability Assessment
4.2. YOLOv11 Training and Crack Detection Performance Evaluation
4.2.1. Training Dynamics
4.2.2. Real-World Performance Evaluation
4.3. Practical Deployment Considerations and Limitations
5. Conclusions and Future Work
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
| ADA | Adaptive Discriminator Augmentation |
| AI | Artificial Intelligence |
| AP | Average Precision |
| BERT | Bidirectional Encoder Representations from Transformers |
| CBS | Convolutional Block with Batch normalization and SiLU |
| CIoU | Complete Intersection over Union |
| CNN | Convolutional Neural Network |
| COCO | Common Objects in Context |
| CPU | Central Processing Unit |
| CUDA | Compute Unified Device Architecture |
| CV | Computer Vision |
| DL | Deep Learning |
| DSLR | Digital Single-Lens Reflex |
| DTD | Describable Textures Dataset |
| FC | Fully Connected |
| FID | Fréchet Inception Distance |
| FN | False Negative |
| FOV | Field of View |
| FP | False Positive |
| GAN | Generative Adversarial Network |
| GPU | Graphics Processing Unit |
| GTA V | Grand Theft Auto V |
| HRSST | High Resolution Screenshot Tool |
| IoU | Intersection over Union |
| LPIPS | Learned Perceptual Image Patch Similarity |
| mAP | Mean Average Precision |
| MLP | Multilayer Perceptron |
| NDDS | NVIDIA Deep Learning Dataset Synthesizer |
| PCK | Percentage of Correct Keypoints |
| PBR | Physically Based Rendering |
| RAM | Random Access Memory |
| RT | Ray Tracing |
| RTGI | Real-Time Global Illumination |
| SG2 | StyleGAN2-ADA |
| SOTA | State of the Art |
| SPPF | Spatial Pyramid Pooling-Fast |
| TAA | Temporal Anti-Aliasing |
| TP | True Positive |
| t-SNE | t-Distributed Stochastic Neighbor Embedding |
| UAV | Unmanned Aerial Vehicle |
| UE | Unreal Engine |
| UE4 | Unreal Engine 4 |
| UE5 | Unreal Engine 5 |
| UE5O | Unreal Engine 5 only |
| VAE | Variational Autoencoder |
| VGG-16 | Visual Geometry Group-16 |
| ViT | Vision Transformer |
| VLM | Vision Language Model |
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| Application | Downstream Task | Platform | Dataset Size | Performance |
|---|---|---|---|---|
| Construction monitoring [81] | Object detection | Unity | 7000 | mAP@[0.5:0.95]: 0.46 |
| Generic object detection [82] | Object detection | UE4 with NDDS | 1500 | Not reported |
| Autonomous driving [83] | Object detection | UE5 | 16,700 | mAP@0.5: 0.67 |
| Navigation assistance [84] | Object detection | UE4 with NDDS | 3000 | Precision: 0.92 Recall: 0.91 |
| Exercise monitoring [85] | Pose estimation | Unity | 5000 | I3D test accuracy: 0.99 |
| Grocery item detection [86] | Object detection | Unity | 400,000 | mAP@[0.5:0.95]: 0.68 |
| Warehouse object detection [87] | Semantic segmentation | Unity | 7140 | mAP@0.5: 0.65 |
| Autonomous driving [88] | Semantic segmentation | GTA V | 1,355,568 | CIoU: 0.45 |
| Animal monitoring [89] | Pose estimation | Unity | 32,000 | PCK: 0.13 |
| Construction monitoring [90] | Object detection | Unity | 6000 | Precision: 0.92 |
| Generic object detection [91] | Classification | UE4 | 31,200 | Top-1 accuracy: 0.72 |
| Crack Type | Count | Description |
|---|---|---|
| Single | 10 | Linear or slightly curved cracks with a single continuous trace |
| Bifurcated | 5 | Cracks exhibiting branching into two subsidiary traces |
| Crossed | 7 | Intersecting crack traces forming networked geometries |
| Setting | Value |
|---|---|
| Sensor Format | 36 mm × 20.25 mm |
| Aspect Ratio | 16:9 |
| Resolution | 1920 × 1080 pixels |
| Aperture | ƒ/5.6 |
| ISO | 100 |
| Shutter Speed | 1/500 s |
| Hyperparameter | Value |
|---|---|
| Learning Rate | 0.002 |
| Optimizer | Adam (β1 = 0, β2 = 0.99, ε = 1 × e−8) |
| R1 Regularization Weight | 10.0 |
| Effective R1 Weight | 160 |
| Path Length Regularization Interval | 4 iterations |
| R1 Regularization Interval | 16 iterations |
| ADA Target | 0.60 (60%) |
| Loss Function | Non-saturating logistic loss |
| Dataset | Total Images | Training Images | Validation Images |
|---|---|---|---|
| UE5O | 20,000 | 17,000 | 3000 |
| UE5O + SG2 | 40,000 | 34,000 | 6000 |
| UE5O + SG2-FFHQ | 40,000 | 34,000 | 6000 |
| UE5O + SG2-DTD | 40,000 | 34,000 | 6000 |
| Hyperparameter | Value |
|---|---|
| Model | YOLOv11m |
| Initialization Weights | COCO |
| Input Resolution | 512 × 512 pixels |
| Batch Size | 64 |
| Epochs | 300 |
| Optimizer | Adam (β1 = 0.90, β2 = 0.99) |
| Initial Learning Rate | 0.001 |
| Learning Rate Schedule | Cosine decay |
| Warmup Epochs | 3 |
| Weight Decay | 0.0005 |
| Data Augmentation | On (scaling, translation, flip, mosaic) |
| Configuration | FID Score | Mean LPIPS | Median LPIPS | LPIPS Range | LPIPS vs. UE5O |
|---|---|---|---|---|---|
| SG2 (Baseline) | 15.99 | 0.452 ± 0.094 | 0.456 | [0.011, 0.725] | +2.80% |
| SG2 + FFHQ | 12.75 | 0.472 ± 0.090 | 0.477 | [0.140, 0.709] | +7.49% |
| SG2 + DTD | 15.88 | 0.457 ± 0.092 | 0.462 | [0.115, 0.735] | +3.96% |
| Comparison | Holm-Adjusted p-Value | Rank-Biserial Effect Size r |
|---|---|---|
| SG2 (Baseline) vs. UE5O | 1.74 × 10−34 | 0.0995 |
| SG2 + FFHQ vs. UE5O | 6.89 × 10−171 | 0.2276 |
| SG2 + DTD vs. UE5O | 8.70 × 10−70 | 0.1442 |
| Dataset | Mean MMD2 | 95% CI | Change vs. UE5O |
|---|---|---|---|
| UE5O | 0.000472 | 0.000446–0.000503 | - |
| SG2 (Baseline) | 0.000487 | 0.000456–0.000516 | −3.20% |
| SG2 + FFHQ | 0.000404 | 0.000379–0.000425 | +14.40% |
| SG2 + DTD | 0.000480 | 0.000456–0.000501 | −1.70% |
| Metric | Value |
|---|---|
| Mean IoU | 0.931 |
| Median IoU | 0.958 |
| F1@0.5 | 0.990 |
| F1@0.75 | 0.960 |
| Threshold | Mean IoU | Median IoU | F1@0.5 | F1@0.75 |
|---|---|---|---|---|
| 0.30 | 0.897 | 0.945 | 0.894 | 0.847 |
| 0.35 | 0.909 | 0.945 | 0.946 | 0.889 |
| 0.40 | 0.900 | 0.945 | 0.945 | 0.896 |
| 0.45 | 0.918 | 0.947 | 0.894 | 0.856 |
| Dataset | Precision | Recall | F1@0.5 | AP@0.5 (95% CI) | AP@[0.5:0.95] (95% CI) |
|---|---|---|---|---|---|
| UE5O | 0.692 | 0.729 | 0.710 | 0.792 (0.748–0.849) | 0.536 (0.475–0.595) |
| UE5O + SG2 | 0.792 | 0.902 | 0.844 | 0.922 (0.876–0.948) | 0.706 (0.649–0.744) |
| UE5O + SG2-FFHQ | 0.808 | 0.850 | 0.829 | 0.911 (0.880–0.939) | 0.722 (0.680–0.763) |
| UE5O + SG2-DTD | 0.730 | 0.828 | 0.776 | 0.858 (0.805–0.895) | 0.638 (0.593–0.689) |
| Configuration | FP Count | FN Count |
|---|---|---|
| UE5O | 53 | 44 |
| UE5O + SG2 | 27 | 20 |
| UE5O + SG2-FFHQ | 42 | 8 |
| UE5O + SG2-DTD | 48 | 31 |
| Dataset | FID | Mean LPIPS | MMD2 | AP@0.5 | AP@[0.5:0.95] |
|---|---|---|---|---|---|
| UE5O | - | 0.440 | 0.000472 | 0.792 | 0.536 |
| UE5O + SG2 | 15.99 | 0.452 | 0.000487 | 0.922 | 0.706 |
| UE5O + SG2-FFHQ | 12.75 | 0.472 | 0.000404 | 0.911 | 0.722 |
| UE5O + SG2-DTD | 15.88 | 0.457 | 0.000480 | 0.858 | 0.638 |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Le Roux, R.; Khaksar, S.; Sepehri, M.; Murray, I. A Hybrid Game Engine–Generative AI Framework for Overcoming Data Scarcity in Open-Pit Crack Detection. Mach. Learn. Knowl. Extr. 2026, 8, 99. https://doi.org/10.3390/make8040099
Le Roux R, Khaksar S, Sepehri M, Murray I. A Hybrid Game Engine–Generative AI Framework for Overcoming Data Scarcity in Open-Pit Crack Detection. Machine Learning and Knowledge Extraction. 2026; 8(4):99. https://doi.org/10.3390/make8040099
Chicago/Turabian StyleLe Roux, Rohan, Siavash Khaksar, Mohammadali Sepehri, and Iain Murray. 2026. "A Hybrid Game Engine–Generative AI Framework for Overcoming Data Scarcity in Open-Pit Crack Detection" Machine Learning and Knowledge Extraction 8, no. 4: 99. https://doi.org/10.3390/make8040099
APA StyleLe Roux, R., Khaksar, S., Sepehri, M., & Murray, I. (2026). A Hybrid Game Engine–Generative AI Framework for Overcoming Data Scarcity in Open-Pit Crack Detection. Machine Learning and Knowledge Extraction, 8(4), 99. https://doi.org/10.3390/make8040099

