1,067 research outputs found

    Semantic 3D Occupancy Mapping through Efficient High Order CRFs

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    Semantic 3D mapping can be used for many applications such as robot navigation and virtual interaction. In recent years, there has been great progress in semantic segmentation and geometric 3D mapping. However, it is still challenging to combine these two tasks for accurate and large-scale semantic mapping from images. In the paper, we propose an incremental and (near) real-time semantic mapping system. A 3D scrolling occupancy grid map is built to represent the world, which is memory and computationally efficient and bounded for large scale environments. We utilize the CNN segmentation as prior prediction and further optimize 3D grid labels through a novel CRF model. Superpixels are utilized to enforce smoothness and form robust P N high order potential. An efficient mean field inference is developed for the graph optimization. We evaluate our system on the KITTI dataset and improve the segmentation accuracy by 10% over existing systems.Comment: IROS 201

    Large Scale 3D Mapping of Indoor Environments Using a Handheld RGBD Camera

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    The goal of this research is to investigate the problem of reconstructing a 3D representation of an environment, of arbitrary size, using a handheld color and depth (RGBD) sensor. The focus of this dissertation is to examine four of the underlying subproblems to this system: camera tracking, loop closure, data storage, and integration. First, a system for 3D reconstruction of large indoor planar environments with data captured from an RGBD sensor mounted on a mobile robotic platform is presented. An algorithm for constructing nearly drift-free 3D occupancy grids of large indoor environments in an online manner is also presented. This approach combines data from an odometry sensor with output from a visual registration algorithm, and it enforces a Manhattan world constraint by utilizing factor graphs to produce an accurate online estimate of the trajectory of the mobile robotic platform. Through several experiments in environments with varying sizes and construction it is shown that this method reduces rotational and translational drift significantly without performing any loop closing techniques. In addition the advantages and limitations of an octree data structure representation of a 3D environment is examined. Second, the problem of sensor tracking, specifically the use of the KinectFusion algorithm to align two subsequent point clouds generated by an RGBD sensor, is studied. A method to overcome a significant limitation of the Iterative Closest Point (ICP) algorithm used in KinectFusion is proposed, namely, its sole reliance upon geometric information. The proposed method uses both geometric and color information in a direct manner that uses all the data in order to accurately estimate camera pose. Data association is performed by computing a warp between the two color images associated with two RGBD point clouds using the Lucas-Kanade algorithm. A subsequent step then estimates the transformation between the point clouds using either a point-to-point or point-to-plane error metric. Scenarios in which each of these metrics fails are described, and a normal covariance test for automatically selecting between them is proposed. Together, Lucas-Kanade data association (LKDA) along with covariance testing enables robust camera tracking through areas of low geometrical features, while at the same time retaining accuracy in environments in which the existing ICP technique succeeds. Experimental results on several publicly available datasets demonstrate the improved performance both qualitatively and quantitatively. Third, the choice of state space in the context of performing loop closure is revisited. Although a relative state space has been discounted by previous authors, it is shown that such a state space is actually extremely powerful, able to achieve recognizable results after just one iteration. The power behind the technique is that changing the orientation of one node is able to affect other nodes. At the same time, the approach --- which is referred to as Pose Optimization using a Relative State Space (POReSS) --- is fast because, like the more popular incremental state space, the Jacobian never needs to be explicitly computed. Furthermore, it is shown that while POReSS is able to quickly compute a solution near the global optimum, it is not precise enough to perform the fine adjustments necessary to achieve acceptable results. As a result, a method to augment POReSS with a fast variant of Gauss-Seidel --- which is referred to as Graph-Seidel --- on a global state space to allow the solution to settle closer to the global minimum is proposed. Through a set of experiments, it is shown that this combination of POReSS and Graph-Seidel is not only faster but achieves a lower residual than other non-linear algebra techniques. Moreover, unlike the linear algebra-based techniques, it is shown that this approach scales to very large graphs. In addition to revisiting the idea of using a relative state space, the benefits of only optimizing the rotational components of a trajectory in order to perform loop closing is examined (rPOReSS). Finally, an incremental implementation of the rotational optimization is proposed (irPOReSS)

    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    Hierarchical Surface Prediction for 3D Object Reconstruction

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    Recently, Convolutional Neural Networks have shown promising results for 3D geometry prediction. They can make predictions from very little input data such as a single color image. A major limitation of such approaches is that they only predict a coarse resolution voxel grid, which does not capture the surface of the objects well. We propose a general framework, called hierarchical surface prediction (HSP), which facilitates prediction of high resolution voxel grids. The main insight is that it is sufficient to predict high resolution voxels around the predicted surfaces. The exterior and interior of the objects can be represented with coarse resolution voxels. Our approach is not dependent on a specific input type. We show results for geometry prediction from color images, depth images and shape completion from partial voxel grids. Our analysis shows that our high resolution predictions are more accurate than low resolution predictions.Comment: 3DV 201

    Difference of Normals as a Multi-Scale Operator in Unorganized Point Clouds

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    A novel multi-scale operator for unorganized 3D point clouds is introduced. The Difference of Normals (DoN) provides a computationally efficient, multi-scale approach to processing large unorganized 3D point clouds. The application of DoN in the multi-scale filtering of two different real-world outdoor urban LIDAR scene datasets is quantitatively and qualitatively demonstrated. In both datasets the DoN operator is shown to segment large 3D point clouds into scale-salient clusters, such as cars, people, and lamp posts towards applications in semi-automatic annotation, and as a pre-processing step in automatic object recognition. The application of the operator to segmentation is evaluated on a large public dataset of outdoor LIDAR scenes with ground truth annotations.Comment: To be published in proceedings of 3DIMPVT 201
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