3,019 research outputs found
Efficient moving point handling for incremental 3D manifold reconstruction
As incremental Structure from Motion algorithms become effective, a good
sparse point cloud representing the map of the scene becomes available
frame-by-frame. From the 3D Delaunay triangulation of these points,
state-of-the-art algorithms build a manifold rough model of the scene. These
algorithms integrate incrementally new points to the 3D reconstruction only if
their position estimate does not change. Indeed, whenever a point moves in a 3D
Delaunay triangulation, for instance because its estimation gets refined, a set
of tetrahedra have to be removed and replaced with new ones to maintain the
Delaunay property; the management of the manifold reconstruction becomes thus
complex and it entails a potentially big overhead. In this paper we investigate
different approaches and we propose an efficient policy to deal with moving
points in the manifold estimation process. We tested our approach with four
sequences of the KITTI dataset and we show the effectiveness of our proposal in
comparison with state-of-the-art approaches.Comment: Accepted in International Conference on Image Analysis and Processing
(ICIAP 2015
SurfelMeshing: Online Surfel-Based Mesh Reconstruction
We address the problem of mesh reconstruction from live RGB-D video, assuming
a calibrated camera and poses provided externally (e.g., by a SLAM system). In
contrast to most existing approaches, we do not fuse depth measurements in a
volume but in a dense surfel cloud. We asynchronously (re)triangulate the
smoothed surfels to reconstruct a surface mesh. This novel approach enables to
maintain a dense surface representation of the scene during SLAM which can
quickly adapt to loop closures. This is possible by deforming the surfel cloud
and asynchronously remeshing the surface where necessary. The surfel-based
representation also naturally supports strongly varying scan resolution. In
particular, it reconstructs colors at the input camera's resolution. Moreover,
in contrast to many volumetric approaches, ours can reconstruct thin objects
since objects do not need to enclose a volume. We demonstrate our approach in a
number of experiments, showing that it produces reconstructions that are
competitive with the state-of-the-art, and we discuss its advantages and
limitations. The algorithm (excluding loop closure functionality) is available
as open source at https://github.com/puzzlepaint/surfelmeshing .Comment: Version accepted to IEEE Transactions on Pattern Analysis and Machine
Intelligenc
Mesh-based 3D Textured Urban Mapping
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
Shape Interaction Matrix Revisited and Robustified: Efficient Subspace Clustering with Corrupted and Incomplete Data
The Shape Interaction Matrix (SIM) is one of the earliest approaches to
performing subspace clustering (i.e., separating points drawn from a union of
subspaces). In this paper, we revisit the SIM and reveal its connections to
several recent subspace clustering methods. Our analysis lets us derive a
simple, yet effective algorithm to robustify the SIM and make it applicable to
realistic scenarios where the data is corrupted by noise. We justify our method
by intuitive examples and the matrix perturbation theory. We then show how this
approach can be extended to handle missing data, thus yielding an efficient and
general subspace clustering algorithm. We demonstrate the benefits of our
approach over state-of-the-art subspace clustering methods on several
challenging motion segmentation and face clustering problems, where the data
includes corrupted and missing measurements.Comment: This is an extended version of our iccv15 pape
Past, Present, and Future of Simultaneous Localization And Mapping: Towards the Robust-Perception Age
Simultaneous Localization and Mapping (SLAM)consists in the concurrent
construction of a model of the environment (the map), and the estimation of the
state of the robot moving within it. The SLAM community has made astonishing
progress over the last 30 years, enabling large-scale real-world applications,
and witnessing a steady transition of this technology to industry. We survey
the current state of SLAM. We start by presenting what is now the de-facto
standard formulation for SLAM. We then review related work, covering a broad
set of topics including robustness and scalability in long-term mapping, metric
and semantic representations for mapping, theoretical performance guarantees,
active SLAM and exploration, and other new frontiers. This paper simultaneously
serves as a position paper and tutorial to those who are users of SLAM. By
looking at the published research with a critical eye, we delineate open
challenges and new research issues, that still deserve careful scientific
investigation. The paper also contains the authors' take on two questions that
often animate discussions during robotics conferences: Do robots need SLAM? and
Is SLAM solved
Bags of Affine Subspaces for Robust Object Tracking
We propose an adaptive tracking algorithm where the object is modelled as a
continuously updated bag of affine subspaces, with each subspace constructed
from the object's appearance over several consecutive frames. In contrast to
linear subspaces, affine subspaces explicitly model the origin of subspaces.
Furthermore, instead of using a brittle point-to-subspace distance during the
search for the object in a new frame, we propose to use a subspace-to-subspace
distance by representing candidate image areas also as affine subspaces.
Distances between subspaces are then obtained by exploiting the non-Euclidean
geometry of Grassmann manifolds. Experiments on challenging videos (containing
object occlusions, deformations, as well as variations in pose and
illumination) indicate that the proposed method achieves higher tracking
accuracy than several recent discriminative trackers.Comment: in International Conference on Digital Image Computing: Techniques
and Applications, 201
Self-supervised Multi-level Face Model Learning for Monocular Reconstruction at over 250 Hz
The reconstruction of dense 3D models of face geometry and appearance from a
single image is highly challenging and ill-posed. To constrain the problem,
many approaches rely on strong priors, such as parametric face models learned
from limited 3D scan data. However, prior models restrict generalization of the
true diversity in facial geometry, skin reflectance and illumination. To
alleviate this problem, we present the first approach that jointly learns 1) a
regressor for face shape, expression, reflectance and illumination on the basis
of 2) a concurrently learned parametric face model. Our multi-level face model
combines the advantage of 3D Morphable Models for regularization with the
out-of-space generalization of a learned corrective space. We train end-to-end
on in-the-wild images without dense annotations by fusing a convolutional
encoder with a differentiable expert-designed renderer and a self-supervised
training loss, both defined at multiple detail levels. Our approach compares
favorably to the state-of-the-art in terms of reconstruction quality, better
generalizes to real world faces, and runs at over 250 Hz.Comment: CVPR 2018 (Oral). Project webpage:
https://gvv.mpi-inf.mpg.de/projects/FML
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