2,094 research outputs found

    C-blox: A Scalable and Consistent TSDF-based Dense Mapping Approach

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    In many applications, maintaining a consistent dense map of the environment is key to enabling robotic platforms to perform higher level decision making. Several works have addressed the challenge of creating precise dense 3D maps from visual sensors providing depth information. However, during operation over longer missions, reconstructions can easily become inconsistent due to accumulated camera tracking error and delayed loop closure. Without explicitly addressing the problem of map consistency, recovery from such distortions tends to be difficult. We present a novel system for dense 3D mapping which addresses the challenge of building consistent maps while dealing with scalability. Central to our approach is the representation of the environment as a collection of overlapping TSDF subvolumes. These subvolumes are localized through feature-based camera tracking and bundle adjustment. Our main contribution is a pipeline for identifying stable regions in the map, and to fuse the contributing subvolumes. This approach allows us to reduce map growth while still maintaining consistency. We demonstrate the proposed system on a publicly available dataset and simulation engine, and demonstrate the efficacy of the proposed approach for building consistent and scalable maps. Finally we demonstrate our approach running in real-time on-board a lightweight MAV.Comment: 8 pages, 5 figures, conferenc

    Non-iterative RGB-D-inertial Odometry

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    This paper presents a non-iterative solution to RGB-D-inertial odometry system. Traditional odometry methods resort to iterative algorithms which are usually computationally expensive or require well-designed initialization. To overcome this problem, this paper proposes to combine a non-iterative front-end (odometry) with an iterative back-end (loop closure) for the RGB-D-inertial SLAM system. The main contribution lies in the novel non-iterative front-end, which leverages on inertial fusion and kernel cross-correlators (KCC) to match point clouds in frequency domain. Dominated by the fast Fourier transform (FFT), our method is only of complexity O(nlogn)\mathcal{O}(n\log{n}), where nn is the number of points. Map fusion is conducted by element-wise operations, so that both time and space complexity are further reduced. Extensive experiments show that, due to the lightweight of the proposed front-end, the framework is able to run at a much faster speed yet still with comparable accuracy with the state-of-the-arts

    Topomap: Topological Mapping and Navigation Based on Visual SLAM Maps

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    Visual robot navigation within large-scale, semi-structured environments deals with various challenges such as computation intensive path planning algorithms or insufficient knowledge about traversable spaces. Moreover, many state-of-the-art navigation approaches only operate locally instead of gaining a more conceptual understanding of the planning objective. This limits the complexity of tasks a robot can accomplish and makes it harder to deal with uncertainties that are present in the context of real-time robotics applications. In this work, we present Topomap, a framework which simplifies the navigation task by providing a map to the robot which is tailored for path planning use. This novel approach transforms a sparse feature-based map from a visual Simultaneous Localization And Mapping (SLAM) system into a three-dimensional topological map. This is done in two steps. First, we extract occupancy information directly from the noisy sparse point cloud. Then, we create a set of convex free-space clusters, which are the vertices of the topological map. We show that this representation improves the efficiency of global planning, and we provide a complete derivation of our algorithm. Planning experiments on real world datasets demonstrate that we achieve similar performance as RRT* with significantly lower computation times and storage requirements. Finally, we test our algorithm on a mobile robotic platform to prove its advantages.Comment: 8 page

    From Monocular SLAM to Autonomous Drone Exploration

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    Micro aerial vehicles (MAVs) are strongly limited in their payload and power capacity. In order to implement autonomous navigation, algorithms are therefore desirable that use sensory equipment that is as small, low-weight, and low-power consuming as possible. In this paper, we propose a method for autonomous MAV navigation and exploration using a low-cost consumer-grade quadrocopter equipped with a monocular camera. Our vision-based navigation system builds on LSD-SLAM which estimates the MAV trajectory and a semi-dense reconstruction of the environment in real-time. Since LSD-SLAM only determines depth at high gradient pixels, texture-less areas are not directly observed so that previous exploration methods that assume dense map information cannot directly be applied. We propose an obstacle mapping and exploration approach that takes the properties of our semi-dense monocular SLAM system into account. In experiments, we demonstrate our vision-based autonomous navigation and exploration system with a Parrot Bebop MAV

    Plane-Based Optimization of Geometry and Texture for RGB-D Reconstruction of Indoor Scenes

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    We present a novel approach to reconstruct RGB-D indoor scene with plane primitives. Our approach takes as input a RGB-D sequence and a dense coarse mesh reconstructed by some 3D reconstruction method on the sequence, and generate a lightweight, low-polygonal mesh with clear face textures and sharp features without losing geometry details from the original scene. To achieve this, we firstly partition the input mesh with plane primitives, simplify it into a lightweight mesh next, then optimize plane parameters, camera poses and texture colors to maximize the photometric consistency across frames, and finally optimize mesh geometry to maximize consistency between geometry and planes. Compared to existing planar reconstruction methods which only cover large planar regions in the scene, our method builds the entire scene by adaptive planes without losing geometry details and preserves sharp features in the final mesh. We demonstrate the effectiveness of our approach by applying it onto several RGB-D scans and comparing it to other state-of-the-art reconstruction methods.Comment: in International Conference on 3D Vision 2018; Models and Code: see https://github.com/chaowang15/plane-opt-rgbd. arXiv admin note: text overlap with arXiv:1905.0885

    ProSLAM: Graph SLAM from a Programmer's Perspective

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    In this paper we present ProSLAM, a lightweight stereo visual SLAM system designed with simplicity in mind. Our work stems from the experience gathered by the authors while teaching SLAM to students and aims at providing a highly modular system that can be easily implemented and understood. Rather than focusing on the well known mathematical aspects of Stereo Visual SLAM, in this work we highlight the data structures and the algorithmic aspects that one needs to tackle during the design of such a system. We implemented ProSLAM using the C++ programming language in combination with a minimal set of well known used external libraries. In addition to an open source implementation, we provide several code snippets that address the core aspects of our approach directly in this paper. The results of a thorough validation performed on standard benchmark datasets show that our approach achieves accuracy comparable to state of the art methods, while requiring substantially less computational resources.Comment: 8 pages, 8 figure
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