3,514 research outputs found
Dense Piecewise Planar RGB-D SLAM for Indoor Environments
The paper exploits weak Manhattan constraints to parse the structure of
indoor environments from RGB-D video sequences in an online setting. We extend
the previous approach for single view parsing of indoor scenes to video
sequences and formulate the problem of recovering the floor plan of the
environment as an optimal labeling problem solved using dynamic programming.
The temporal continuity is enforced in a recursive setting, where labeling from
previous frames is used as a prior term in the objective function. In addition
to recovery of piecewise planar weak Manhattan structure of the extended
environment, the orthogonality constraints are also exploited by visual
odometry and pose graph optimization. This yields reliable estimates in the
presence of large motions and absence of distinctive features to track. We
evaluate our method on several challenging indoors sequences demonstrating
accurate SLAM and dense mapping of low texture environments. On existing TUM
benchmark we achieve competitive results with the alternative approaches which
fail in our environments.Comment: International Conference on Intelligent Robots and Systems (IROS)
201
TT-SLAM: Dense Monocular SLAM for Planar Environments
International audienceThis paper proposes a novel visual SLAM method with dense planar reconstruction using a monocular camera: TT-SLAM. The method exploits planar template-based trackers (TT) to compute camera poses and reconstructs a multiplanar scene representation. Multiple homographies are estimated simultaneously by clustering a set of template trackers supported by superpixelized regions. Compared to RANSACbased multiple homographies method [1], data association and keyframe selection issues are handled by the continuous nature of template trackers. A non-linear optimization process is applied to all the homographies to improve the precision in pose estimation. Experiments show that the proposed method outperforms RANSAC-based multiple homographies method [1] as well as other dense method SLAM techniques such as LSD-SLAM or DPPTAM, and competes with keypointbased techniques like ORB-SLAM while providing dense planar reconstructions of the environment
Keyframe-based monocular SLAM: design, survey, and future directions
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
Compute-Bound and Low-Bandwidth Distributed 3D Graph-SLAM
This article describes a new approach for distributed 3D SLAM map building.
The key contribution of this article is the creation of a distributed
graph-SLAM map-building architecture responsive to bandwidth and computational
needs of the robotic platform. Responsiveness is afforded by the integration of
a 3D point cloud to plane cloud compression algorithm that approximates dense
3D point cloud using local planar patches. Compute bound platforms may restrict
the computational duration of the compression algorithm and low-bandwidth
platforms can restrict the size of the compression result. The backbone of the
approach is an ultra-fast adaptive 3D compression algorithm that transforms
swaths of 3D planar surface data into planar patches attributed with image
textures. Our approach uses DVO SLAM, a leading algorithm for 3D mapping, and
extends it by computationally isolating map integration tasks from local
Guidance, Navigation, and Control tasks and includes an addition of a network
protocol to share the compressed plane clouds. The joint effect of these
contributions allows agents with 3D sensing capabilities to calculate and
communicate compressed map information commensurate with their onboard
computational resources and communication channel capacities. This opens SLAM
mapping to new categories of robotic platforms that may have computational and
memory limits that prohibit other SLAM solutions
Fine-To-Coarse Global Registration of RGB-D Scans
RGB-D scanning of indoor environments is important for many applications,
including real estate, interior design, and virtual reality. However, it is
still challenging to register RGB-D images from a hand-held camera over a long
video sequence into a globally consistent 3D model. Current methods often can
lose tracking or drift and thus fail to reconstruct salient structures in large
environments (e.g., parallel walls in different rooms). To address this
problem, we propose a "fine-to-coarse" global registration algorithm that
leverages robust registrations at finer scales to seed detection and
enforcement of new correspondence and structural constraints at coarser scales.
To test global registration algorithms, we provide a benchmark with 10,401
manually-clicked point correspondences in 25 scenes from the SUN3D dataset.
During experiments with this benchmark, we find that our fine-to-coarse
algorithm registers long RGB-D sequences better than previous methods
Pop-up SLAM: Semantic Monocular Plane SLAM for Low-texture Environments
Existing simultaneous localization and mapping (SLAM) algorithms are not
robust in challenging low-texture environments because there are only few
salient features. The resulting sparse or semi-dense map also conveys little
information for motion planning. Though some work utilize plane or scene layout
for dense map regularization, they require decent state estimation from other
sources. In this paper, we propose real-time monocular plane SLAM to
demonstrate that scene understanding could improve both state estimation and
dense mapping especially in low-texture environments. The plane measurements
come from a pop-up 3D plane model applied to each single image. We also combine
planes with point based SLAM to improve robustness. On a public TUM dataset,
our algorithm generates a dense semantic 3D model with pixel depth error of 6.2
cm while existing SLAM algorithms fail. On a 60 m long dataset with loops, our
method creates a much better 3D model with state estimation error of 0.67%.Comment: International Conference on Intelligent Robots and Systems (IROS)
201
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