10,882 research outputs found

    Robust Dense Mapping for Large-Scale Dynamic Environments

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    We present a stereo-based dense mapping algorithm for large-scale dynamic urban environments. In contrast to other existing methods, we simultaneously reconstruct the static background, the moving objects, and the potentially moving but currently stationary objects separately, which is desirable for high-level mobile robotic tasks such as path planning in crowded environments. We use both instance-aware semantic segmentation and sparse scene flow to classify objects as either background, moving, or potentially moving, thereby ensuring that the system is able to model objects with the potential to transition from static to dynamic, such as parked cars. Given camera poses estimated from visual odometry, both the background and the (potentially) moving objects are reconstructed separately by fusing the depth maps computed from the stereo input. In addition to visual odometry, sparse scene flow is also used to estimate the 3D motions of the detected moving objects, in order to reconstruct them accurately. A map pruning technique is further developed to improve reconstruction accuracy and reduce memory consumption, leading to increased scalability. We evaluate our system thoroughly on the well-known KITTI dataset. Our system is capable of running on a PC at approximately 2.5Hz, with the primary bottleneck being the instance-aware semantic segmentation, which is a limitation we hope to address in future work. The source code is available from the project website (http://andreibarsan.github.io/dynslam).Comment: Presented at IEEE International Conference on Robotics and Automation (ICRA), 201

    Pix2Vox: Context-aware 3D Reconstruction from Single and Multi-view Images

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    Recovering the 3D representation of an object from single-view or multi-view RGB images by deep neural networks has attracted increasing attention in the past few years. Several mainstream works (e.g., 3D-R2N2) use recurrent neural networks (RNNs) to fuse multiple feature maps extracted from input images sequentially. However, when given the same set of input images with different orders, RNN-based approaches are unable to produce consistent reconstruction results. Moreover, due to long-term memory loss, RNNs cannot fully exploit input images to refine reconstruction results. To solve these problems, we propose a novel framework for single-view and multi-view 3D reconstruction, named Pix2Vox. By using a well-designed encoder-decoder, it generates a coarse 3D volume from each input image. Then, a context-aware fusion module is introduced to adaptively select high-quality reconstructions for each part (e.g., table legs) from different coarse 3D volumes to obtain a fused 3D volume. Finally, a refiner further refines the fused 3D volume to generate the final output. Experimental results on the ShapeNet and Pix3D benchmarks indicate that the proposed Pix2Vox outperforms state-of-the-arts by a large margin. Furthermore, the proposed method is 24 times faster than 3D-R2N2 in terms of backward inference time. The experiments on ShapeNet unseen 3D categories have shown the superior generalization abilities of our method.Comment: ICCV 201

    Efficient Online Surface Correction for Real-time Large-Scale 3D Reconstruction

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    State-of-the-art methods for large-scale 3D reconstruction from RGB-D sensors usually reduce drift in camera tracking by globally optimizing the estimated camera poses in real-time without simultaneously updating the reconstructed surface on pose changes. We propose an efficient on-the-fly surface correction method for globally consistent dense 3D reconstruction of large-scale scenes. Our approach uses a dense Visual RGB-D SLAM system that estimates the camera motion in real-time on a CPU and refines it in a global pose graph optimization. Consecutive RGB-D frames are locally fused into keyframes, which are incorporated into a sparse voxel hashed Signed Distance Field (SDF) on the GPU. On pose graph updates, the SDF volume is corrected on-the-fly using a novel keyframe re-integration strategy with reduced GPU-host streaming. We demonstrate in an extensive quantitative evaluation that our method is up to 93% more runtime efficient compared to the state-of-the-art and requires significantly less memory, with only negligible loss of surface quality. Overall, our system requires only a single GPU and allows for real-time surface correction of large environments.Comment: British Machine Vision Conference (BMVC), London, September 201

    Fast and Accurate Camera Covariance Computation for Large 3D Reconstruction

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    Estimating uncertainty of camera parameters computed in Structure from Motion (SfM) is an important tool for evaluating the quality of the reconstruction and guiding the reconstruction process. Yet, the quality of the estimated parameters of large reconstructions has been rarely evaluated due to the computational challenges. We present a new algorithm which employs the sparsity of the uncertainty propagation and speeds the computation up about ten times \wrt previous approaches. Our computation is accurate and does not use any approximations. We can compute uncertainties of thousands of cameras in tens of seconds on a standard PC. We also demonstrate that our approach can be effectively used for reconstructions of any size by applying it to smaller sub-reconstructions.Comment: ECCV 201

    Efficient Online Surface Correction for Real-time Large-Scale 3D Reconstruction

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    State-of-the-art methods for large-scale 3D reconstruction from RGB-D sensors usually reduce drift in camera tracking by globally optimizing the estimated camera poses in real-time without simultaneously updating the reconstructed surface on pose changes. We propose an efficient on-the-fly surface correction method for globally consistent dense 3D reconstruction of large-scale scenes. Our approach uses a dense Visual RGB-D SLAM system that estimates the camera motion in real-time on a CPU and refines it in a global pose graph optimization. Consecutive RGB-D frames are locally fused into keyframes, which are incorporated into a sparse voxel hashed Signed Distance Field (SDF) on the GPU. On pose graph updates, the SDF volume is corrected on-the-fly using a novel keyframe re-integration strategy with reduced GPU-host streaming. We demonstrate in an extensive quantitative evaluation that our method is up to 93% more runtime efficient compared to the state-of-the-art and requires significantly less memory, with only negligible loss of surface quality. Overall, our system requires only a single GPU and allows for real-time surface correction of large environments.Comment: British Machine Vision Conference (BMVC), London, September 201

    SurfelWarp: Efficient Non-Volumetric Single View Dynamic Reconstruction

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    We contribute a dense SLAM system that takes a live stream of depth images as input and reconstructs non-rigid deforming scenes in real time, without templates or prior models. In contrast to existing approaches, we do not maintain any volumetric data structures, such as truncated signed distance function (TSDF) fields or deformation fields, which are performance and memory intensive. Our system works with a flat point (surfel) based representation of geometry, which can be directly acquired from commodity depth sensors. Standard graphics pipelines and general purpose GPU (GPGPU) computing are leveraged for all central operations: i.e., nearest neighbor maintenance, non-rigid deformation field estimation and fusion of depth measurements. Our pipeline inherently avoids expensive volumetric operations such as marching cubes, volumetric fusion and dense deformation field update, leading to significantly improved performance. Furthermore, the explicit and flexible surfel based geometry representation enables efficient tackling of topology changes and tracking failures, which makes our reconstructions consistent with updated depth observations. Our system allows robots to maintain a scene description with non-rigidly deformed objects that potentially enables interactions with dynamic working environments.Comment: RSS 2018. The video and source code are available on https://sites.google.com/view/surfelwarp/hom
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