5,682 research outputs found

    Mesh-based 3D Textured Urban Mapping

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    In the era of autonomous driving, urban mapping represents a core step to let vehicles interact with the urban context. Successful mapping algorithms have been proposed in the last decade building the map leveraging on data from a single sensor. The focus of the system presented in this paper is twofold: the joint estimation of a 3D map from lidar data and images, based on a 3D mesh, and its texturing. Indeed, even if most surveying vehicles for mapping are endowed by cameras and lidar, existing mapping algorithms usually rely on either images or lidar data; moreover both image-based and lidar-based systems often represent the map as a point cloud, while a continuous textured mesh representation would be useful for visualization and navigation purposes. In the proposed framework, we join the accuracy of the 3D lidar data, and the dense information and appearance carried by the images, in estimating a visibility consistent map upon the lidar measurements, and refining it photometrically through the acquired images. We evaluate the proposed framework against the KITTI dataset and we show the performance improvement with respect to two state of the art urban mapping algorithms, and two widely used surface reconstruction algorithms in Computer Graphics.Comment: accepted at iros 201

    Viewfinder: final activity report

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    The VIEW-FINDER project (2006-2009) is an 'Advanced Robotics' project that seeks to apply a semi-autonomous robotic system to inspect ground safety in the event of a fire. Its primary aim is to gather data (visual and chemical) in order to assist rescue personnel. A base station combines the gathered information with information retrieved from off-site sources. The project addresses key issues related to map building and reconstruction, interfacing local command information with external sources, human-robot interfaces and semi-autonomous robot navigation. The VIEW-FINDER system is a semi-autonomous; the individual robot-sensors operate autonomously within the limits of the task assigned to them, that is, they will autonomously navigate through and inspect an area. Human operators monitor their operations and send high level task requests as well as low level commands through the interface to any nodes in the entire system. The human interface has to ensure the human supervisor and human interveners are provided a reduced but good and relevant overview of the ground and the robots and human rescue workers therein

    Magnetic-Visual Sensor Fusion-based Dense 3D Reconstruction and Localization for Endoscopic Capsule Robots

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    Reliable and real-time 3D reconstruction and localization functionality is a crucial prerequisite for the navigation of actively controlled capsule endoscopic robots as an emerging, minimally invasive diagnostic and therapeutic technology for use in the gastrointestinal (GI) tract. In this study, we propose a fully dense, non-rigidly deformable, strictly real-time, intraoperative map fusion approach for actively controlled endoscopic capsule robot applications which combines magnetic and vision-based localization, with non-rigid deformations based frame-to-model map fusion. The performance of the proposed method is demonstrated using four different ex-vivo porcine stomach models. Across different trajectories of varying speed and complexity, and four different endoscopic cameras, the root mean square surface reconstruction errors 1.58 to 2.17 cm.Comment: submitted to IROS 201

    Integration of Absolute Orientation Measurements in the KinectFusion Reconstruction pipeline

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    In this paper, we show how absolute orientation measurements provided by low-cost but high-fidelity IMU sensors can be integrated into the KinectFusion pipeline. We show that integration improves both runtime, robustness and quality of the 3D reconstruction. In particular, we use this orientation data to seed and regularize the ICP registration technique. We also present a technique to filter the pairs of 3D matched points based on the distribution of their distances. This filter is implemented efficiently on the GPU. Estimating the distribution of the distances helps control the number of iterations necessary for the convergence of the ICP algorithm. Finally, we show experimental results that highlight improvements in robustness, a speed-up of almost 12%, and a gain in tracking quality of 53% for the ATE metric on the Freiburg benchmark.Comment: CVPR Workshop on Visual Odometry and Computer Vision Applications Based on Location Clues 201

    Perception-driven approaches to real-time remote immersive visualization

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    In remote immersive visualization systems, real-time 3D perception through RGB-D cameras, combined with modern Virtual Reality (VR) interfaces, enhances the user’s sense of presence in a remote scene through 3D reconstruction rendered in a remote immersive visualization system. Particularly, in situations when there is a need to visualize, explore and perform tasks in inaccessible environments, too hazardous or distant. However, a remote visualization system requires the entire pipeline from 3D data acquisition to VR rendering satisfies the speed, throughput, and high visual realism. Mainly when using point-cloud, there is a fundamental quality difference between the acquired data of the physical world and the displayed data because of network latency and throughput limitations that negatively impact the sense of presence and provoke cybersickness. This thesis presents state-of-the-art research to address these problems by taking the human visual system as inspiration, from sensor data acquisition to VR rendering. The human visual system does not have a uniform vision across the field of view; It has the sharpest visual acuity at the center of the field of view. The acuity falls off towards the periphery. The peripheral vision provides lower resolution to guide the eye movements so that the central vision visits all the interesting crucial parts. As a first contribution, the thesis developed remote visualization strategies that utilize the acuity fall-off to facilitate the processing, transmission, buffering, and rendering in VR of 3D reconstructed scenes while simultaneously reducing throughput requirements and latency. As a second contribution, the thesis looked into attentional mechanisms to select and draw user engagement to specific information from the dynamic spatio-temporal environment. It proposed a strategy to analyze the remote scene concerning the 3D structure of the scene, its layout, and the spatial, functional, and semantic relationships between objects in the scene. The strategy primarily focuses on analyzing the scene with models the human visual perception uses. It sets a more significant proportion of computational resources on objects of interest and creates a more realistic visualization. As a supplementary contribution, A new volumetric point-cloud density-based Peak Signal-to-Noise Ratio (PSNR) metric is proposed to evaluate the introduced techniques. An in-depth evaluation of the presented systems, comparative examination of the proposed point cloud metric, user studies, and experiments demonstrated that the methods introduced in this thesis are visually superior while significantly reducing latency and throughput

    Predicting the Next Best View for 3D Mesh Refinement

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    3D reconstruction is a core task in many applications such as robot navigation or sites inspections. Finding the best poses to capture part of the scene is one of the most challenging topic that goes under the name of Next Best View. Recently, many volumetric methods have been proposed; they choose the Next Best View by reasoning over a 3D voxelized space and by finding which pose minimizes the uncertainty decoded into the voxels. Such methods are effective, but they do not scale well since the underlaying representation requires a huge amount of memory. In this paper we propose a novel mesh-based approach which focuses on the worst reconstructed region of the environment mesh. We define a photo-consistent index to evaluate the 3D mesh accuracy, and an energy function over the worst regions of the mesh which takes into account the mutual parallax with respect to the previous cameras, the angle of incidence of the viewing ray to the surface and the visibility of the region. We test our approach over a well known dataset and achieve state-of-the-art results.Comment: 13 pages, 5 figures, to be published in IAS-1

    3D registration and integrated segmentation framework for heterogeneous unmanned robotic systems

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    The paper proposes a novel framework for registering and segmenting 3D point clouds of large-scale natural terrain and complex environments coming from a multisensor heterogeneous robotics system, consisting of unmanned aerial and ground vehicles. This framework involves data acquisition and pre-processing, 3D heterogeneous registration and integrated multi-sensor based segmentation modules. The first module provides robust and accurate homogeneous registrations of 3D environmental models based on sensors' measurements acquired from the ground (UGV) and aerial (UAV) robots. For 3D UGV registration, we proposed a novel local minima escape ICP (LME-ICP) method, which is based on the well known iterative closest point (ICP) algorithm extending it by the introduction of our local minima estimation and local minima escape mechanisms. It did not require any prior known pose estimation information acquired from sensing systems like odometry, global positioning system (GPS), or inertial measurement units (IMU). The 3D UAV registration has been performed using the Structure from Motion (SfM) approach. In order to improve and speed up the process of outliers removal for large-scale outdoor environments, we introduced the Fast Cluster Statistical Outlier Removal (FCSOR) method. This method was used to filter out the noise and to downsample the input data, which will spare computational and memory resources for further processing steps. Then, we co-registered a point cloud acquired from a laser ranger (UGV) and a point cloud generated from images (UAV) generated by the SfM method. The 3D heterogeneous module consists of a semi-automated 3D scan registration system, developed with the aim to overcome the shortcomings of the existing fully automated 3D registration approaches. This semi-automated registration system is based on the novel Scale Invariant Registration Method (SIRM). The SIRM provides the initial scaling between two heterogenous point clouds and provides an adaptive mechanism for tuning the mean scale, based on the difference between two consecutive estimated point clouds' alignment error values. Once aligned, the resulting homogeneous ground-aerial point cloud is further processed by a segmentation module. For this purpose, we have proposed a system for integrated multi-sensor based segmentation of 3D point clouds. This system followed a two steps sequence: ground-object segmentation and color-based region-growing segmentation. The experimental validation of the proposed 3D heterogeneous registration and integrated segmentation framework was performed on large-scale datasets representing unstructured outdoor environments, demonstrating the potential and benefits of the proposed semi-automated 3D registration system in real-world environments

    Large-scale environment mapping and immersive human-robot interaction for agricultural mobile robot teleoperation

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    Remote operation is a crucial solution to problems encountered in agricultural machinery operations. However, traditional video streaming control methods fall short in overcoming the challenges of single perspective views and the inability to obtain 3D information. In light of these issues, our research proposes a large-scale digital map reconstruction and immersive human-machine remote control framework for agricultural scenarios. In our methodology, a DJI unmanned aerial vehicle(UAV) was utilized for data collection, and a novel video segmentation approach based on feature points was introduced. To tackle texture richness variability, an enhanced Structure from Motion (SfM) using superpixel segmentation was implemented. This method integrates the open Multiple View Geometry (openMVG) framework along with Local Features from Transformers (LoFTR). The enhanced SfM results in a point cloud map, which is further processed through Multi-View Stereo (MVS) to generate a complete map model. For control, a closed-loop system utilizing TCP for VR control and positioning of agricultural machinery was introduced. Our system offers a fully visual-based immersive control method, where upon connection to the local area network, operators can utilize VR for immersive remote control. The proposed method enhances both the robustness and convenience of the reconstruction process, thereby significantly facilitating operators in acquiring more comprehensive on-site information and engaging in immersive remote control operations. The code is available at: https://github.com/LiuTao1126/Enhance-SF

    Exploring Robot Teleoperation in Virtual Reality

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    This thesis presents research on VR-based robot teleoperation with a focus on remote environment visualisation in virtual reality, the effects of remote environment reconstruction scale in virtual reality on the human-operator's ability to control the robot and human-operator's visual attention patterns when teleoperating a robot from virtual reality. A VR-based robot teleoperation framework was developed, it is compatible with various robotic systems and cameras, allowing for teleoperation and supervised control with any ROS-compatible robot and visualisation of the environment through any ROS-compatible RGB and RGBD cameras. The framework includes mapping, segmentation, tactile exploration, and non-physically demanding VR interface navigation and controls through any Unity-compatible VR headset and controllers or haptic devices. Point clouds are a common way to visualise remote environments in 3D, but they often have distortions and occlusions, making it difficult to accurately represent objects' textures. This can lead to poor decision-making during teleoperation if objects are inaccurately represented in the VR reconstruction. A study using an end-effector-mounted RGBD camera with OctoMap mapping of the remote environment was conducted to explore the remote environment with fewer point cloud distortions and occlusions while using a relatively small bandwidth. Additionally, a tactile exploration study proposed a novel method for visually presenting information about objects' materials in the VR interface, to improve the operator's decision-making and address the challenges of point cloud visualisation. Two studies have been conducted to understand the effect of virtual world dynamic scaling on teleoperation flow. The first study investigated the use of rate mode control with constant and variable mapping of the operator's joystick position to the speed (rate) of the robot's end-effector, depending on the virtual world scale. The results showed that variable mapping allowed participants to teleoperate the robot more effectively but at the cost of increased perceived workload. The second study compared how operators used a virtual world scale in supervised control, comparing the virtual world scale of participants at the beginning and end of a 3-day experiment. The results showed that as operators got better at the task they as a group used a different virtual world scale, and participants' prior video gaming experience also affected the virtual world scale chosen by operators. Similarly, the human-operator's visual attention study has investigated how their visual attention changes as they become better at teleoperating a robot using the framework. The results revealed the most important objects in the VR reconstructed remote environment as indicated by operators' visual attention patterns as well as their visual priorities shifts as they got better at teleoperating the robot. The study also demonstrated that operators’ prior video gaming experience affects their ability to teleoperate the robot and their visual attention behaviours
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