53,455 research outputs found

    A survey on rotation optimization in structure from motion

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    We consider the problem of robust rotation optimization in Structure from Motion applications. A number of different approaches have been recently proposed, with solutions that are at times incompatible, and at times complementary. The goal of this paper is to survey and compare these ideas in a unified manner, and to benchmark their robustness against the presence of outliers. In all, we have tested more than forty variants of a these methods (including novel ones), and we find the best performing combination.NSFDGE-0966142 (IGERT), NSF-IIS-1317788, NSF-IIP-1439681 (I/UCRC), NSF-IIS-1426840, ARL MAST-CTA W911NF-08-2-0004, ARL RCTA W911NF-10-2-0016, ONR N000141310778

    Keyframe-based monocular SLAM: design, survey, and future directions

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    Extensive research in the field of monocular SLAM for the past fifteen years has yielded workable systems that found their way into various applications in robotics and augmented reality. Although filter-based monocular SLAM systems were common at some time, the more efficient keyframe-based solutions are becoming the de facto methodology for building a monocular SLAM system. The objective of this paper is threefold: first, the paper serves as a guideline for people seeking to design their own monocular SLAM according to specific environmental constraints. Second, it presents a survey that covers the various keyframe-based monocular SLAM systems in the literature, detailing the components of their implementation, and critically assessing the specific strategies made in each proposed solution. Third, the paper provides insight into the direction of future research in this field, to address the major limitations still facing monocular SLAM; namely, in the issues of illumination changes, initialization, highly dynamic motion, poorly textured scenes, repetitive textures, map maintenance, and failure recovery

    GSLAM: Initialization-robust Monocular Visual SLAM via Global Structure-from-Motion

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    Many monocular visual SLAM algorithms are derived from incremental structure-from-motion (SfM) methods. This work proposes a novel monocular SLAM method which integrates recent advances made in global SfM. In particular, we present two main contributions to visual SLAM. First, we solve the visual odometry problem by a novel rank-1 matrix factorization technique which is more robust to the errors in map initialization. Second, we adopt a recent global SfM method for the pose-graph optimization, which leads to a multi-stage linear formulation and enables L1 optimization for better robustness to false loops. The combination of these two approaches generates more robust reconstruction and is significantly faster (4X) than recent state-of-the-art SLAM systems. We also present a new dataset recorded with ground truth camera motion in a Vicon motion capture room, and compare our method to prior systems on it and established benchmark datasets.Comment: 3DV 2017 Project Page: https://frobelbest.github.io/gsla

    Robust Rotation Synchronization via Low-rank and Sparse Matrix Decomposition

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    This paper deals with the rotation synchronization problem, which arises in global registration of 3D point-sets and in structure from motion. The problem is formulated in an unprecedented way as a "low-rank and sparse" matrix decomposition that handles both outliers and missing data. A minimization strategy, dubbed R-GoDec, is also proposed and evaluated experimentally against state-of-the-art algorithms on simulated and real data. The results show that R-GoDec is the fastest among the robust algorithms.Comment: The material contained in this paper is part of a manuscript submitted to CVI

    On least-cost path for realistic simulation of human motion

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    We are interested in "human-like" automatic motion simulation with applications in ergonomics. The apparent redundancy of the humanoid wrt its explicit tasks leads to the problem of choosing a plausible movement in the framework of redundant kinematics. Some results have been obtained in the human motion literature for reach motion that involves the position of the hands. We discuss these results and a motion generation scheme associated. When orientation is also explicitly required, very few works are available and even the methods for analysis are not defined. We discuss the choice for metrics adapted to the orientation, and also the problems encountered in defining a proper metric in both position and orientation. Motion capture and simulations are provided in both cases. The main goals of this paper are: to provide a survey on human motion features at task level for both position and orientation, to propose a kinematic control scheme based on these features, to define properly the error between motion capture and automatic motion simulation
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