93 research outputs found

    Real-time Geometry-Aware Augmented Reality in Minimally Invasive Surgery

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    The potential of Augmented Reality (AR) technology to assist minimally invasive surgeries (MIS) lies in its computational performanceand accuracy in dealing with challenging MIS scenes. Even with the latest hardware and software technologies, achieving both real-timeand accurate augmented information overlay in MIS is still a formidable task. In this paper, we present a novel real-time AR frameworkfor MIS that achieves interactive geometric aware augmented reality in endoscopic surgery with stereo views. Our framework tracks themovement of the endoscopic camera and simultaneously reconstructs a dense geometric mesh of the MIS scene. The movement of the camerais predicted by minimising the re-projection error to achieve a fast tracking performance, while the 3D mesh is incrementally built by a densezero mean normalised cross correlation stereo matching method to improve the accuracy of the surface reconstruction. Our proposed systemdoes not require any prior template or pre-operative scan and can infer the geometric information intra-operatively in real-time. With thegeometric information available, our proposed AR framework is able to interactively add annotations, localisation of tumors and vessels,and measurement labeling with greater precision and accuracy compared with the state of the art approaches

    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

    Monocular 3D Scene Reconstruction for an Autonomous Unmanned Aerial Vehicle

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    Rekonstrukce 3D modelu prostředí je klíčovou částí autonomního letu bezpilotní helikoptéry (UAV). Kombinace inerciální měřicí jednotky (IMU) a kamery je běžnou a dostupnou senzorovou sadou, jež je schopna získat informaci o měřítku prostředí. Tato práce si klade za cíl vyvinout algoritmus řešící problém 3D rekostrukce pro tyto senzory za využití existujících metod vizuálně-inerciální lokalizace (VINS). V práci jsou navrženy dva algoritmy, odlišené způsobem, jakým extrahují korespondence mezi snímky: párovací algoritmus se širokou bází a algoritmus založený na trackingu s malou bází. Také je implementována metoda vylepšující výslednou 3D strukturu po letu. Algoritmy jsou otestovány na veřejně dostupné datové sadě. Navíc jsou otestovány v simulátoru a je proveden experiment v reálném prostředí. Výsledky ukazují, že algoritmus založený na trackingu dosahuje výrazně lepších výsledků. Navíc testy na datech a experimenty v reálném prostředí ukazují, že algoritmus může být nasazen v praktických aplikačních situacích.The real-time 3D reconstruction of the surrounding scene is a key part in the pipeline of the autonomous flight of unmanned aerial vehicle (UAV). The combination of an inertial measurement unit (IMU) and a monocular camera is a common and inexpensive sensor setup that can be used to recover the scale of the environment. This thesis aims to develop an algorithm solving this problem for this particular setup by leveraging the existing visual-inertial navigation system (VINS) odometry algorithms for localisation. Two algorithms are developed, wide-baseline matching-based and small-baseline tracking-based. Also, an offline post-processing structure-refinement step is implemented to further improve the resulting structure. The algorithms and the refinement step are then evaluated on publicly available datasets. Furthermore, they are tested in a simulator, and a real-world experiment is conducted. The results show that the tracking-based algorithm is significantly more performant. Importantly, tests on the datasets and the real-world experiments suggest that this algorithm can be practically employed in application scenarios

    Localisation and tracking of stationary users for extended reality

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    In this thesis, we investigate the topics of localisation and tracking in the context of Extended Reality. In many on-site or outdoor Augmented Reality (AR) applications, users are standing or sitting in one place and performing mostly rotational movements, i.e. stationary. This type of stationary motion also occurs in Virtual Reality (VR) applications such as panorama capture by moving a camera in a circle. Both applications require us to track the motion of a camera in potentially very large and open environments. State-of-the-art methods such as Structure-from-Motion (SfM), and Simultaneous Localisation and Mapping (SLAM), tend to rely on scene reconstruction from significant translational motion in order to compute camera positions. This can often lead to failure in application scenarios such as tracking for seated sport spectators, or stereo panorama capture where the translational movement is small compared to the scale of the environment. To begin with, we investigate the topic of localisation as it is key to providing global context for many stationary applications. To achieve this, we capture our own datasets in a variety of large open spaces including two sports stadia. We then develop and investigate these techniques in the context of these sports stadia using a variety of state-of-the-art localisation approaches. We cover geometry-based methods to handle dynamic aspects of a stadium environment, as well as appearance-based methods, and compare them to a state-of-the-art SfM system to identify the most applicable methods for server-based and on-device localisation. Recent work in SfM has shown that the type of stationary motion that we target can be reliably estimated by applying spherical constraints to the pose estimation. In this thesis, we extend these concepts into a real-time keyframe-based SLAM system for the purposes of AR, and develop a unique data structure for simplifying keyframe selection. We show that our constrained approach can track more robustly in these challenging stationary scenarios compared to state-of-the-art SLAM through both synthetic and real-data tests. In the application of capturing stereo panoramas for VR, this thesis demonstrates the unsuitability of standard SfM techniques for reconstructing these circular videos. We apply and extend recent research in spherically constrained SfM to creating stereo panoramas and compare this with state-of-the-art general SfM in a technical evaluation. With a user study, we show that the motion requirements of our SfM approach are similar to the natural motion of users, and that a constrained SfM approach is sufficient for providing stereoscopic effects when viewing the panoramas in VR

    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

    A survey on real-time 3D scene reconstruction with SLAM methods in embedded systems

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    The 3D reconstruction of simultaneous localization and mapping (SLAM) is an important topic in the field for transport systems such as drones, service robots and mobile AR/VR devices. Compared to a point cloud representation, the 3D reconstruction based on meshes and voxels is particularly useful for high-level functions, like obstacle avoidance or interaction with the physical environment. This article reviews the implementation of a visual-based 3D scene reconstruction pipeline on resource-constrained hardware platforms. Real-time performances, memory management and low power consumption are critical for embedded systems. A conventional SLAM pipeline from sensors to 3D reconstruction is described, including the potential use of deep learning. The implementation of advanced functions with limited resources is detailed. Recent systems propose the embedded implementation of 3D reconstruction methods with different granularities. The trade-off between required accuracy and resource consumption for real-time localization and reconstruction is one of the open research questions identified and discussed in this paper
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