264 research outputs found
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Surfels: Surface Elements as Rendering Primitives
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., triangles or quadrilateral meshes, surfels are point primitives without explicit connectivity. Surfel attributes comprise depth, texture color, normal, and others. As a pre-process, an octree-based surfel representation of a geometric object is computed. During sampling, surfel positions and normals are optionally perturbed, and different levels of texture colors are prefiltered and stored per surfel. During rendering, a hierarchical forward warping algorithm projects surfels to a z-buffer. A novel method called visibility splatting determines visible surfels and holes in the z-buffer. Visible surfels are shaded using texture filtering, Phong illumination, and environment mapping using per-surfel normals. Several methods of image reconstruction, including supersampling, offer flexible speed-quality tradeoffs. Due to the simplicity of the operations, the surfel rendering pipeline is amenable for hardware implementation. Surfel objects offer complex shape, low rendering cost and high image quality, which makes them specifically suited for low-cost, real-time graphics, such as games.Engineering and Applied Science
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
InfiniTAM v3: A Framework for Large-Scale 3D Reconstruction with Loop Closure
Volumetric models have become a popular representation for 3D scenes in
recent years. One breakthrough leading to their popularity was KinectFusion,
which focuses on 3D reconstruction using RGB-D sensors. However, monocular SLAM
has since also been tackled with very similar approaches. Representing the
reconstruction volumetrically as a TSDF leads to most of the simplicity and
efficiency that can be achieved with GPU implementations of these systems.
However, this representation is memory-intensive and limits applicability to
small-scale reconstructions. Several avenues have been explored to overcome
this. With the aim of summarizing them and providing for a fast, flexible 3D
reconstruction pipeline, we propose a new, unifying framework called InfiniTAM.
The idea is that steps like camera tracking, scene representation and
integration of new data can easily be replaced and adapted to the user's needs.
This report describes the technical implementation details of InfiniTAM v3,
the third version of our InfiniTAM system. We have added various new features,
as well as making numerous enhancements to the low-level code that
significantly improve our camera tracking performance. The new features that we
expect to be of most interest are (i) a robust camera tracking module; (ii) an
implementation of Glocker et al.'s keyframe-based random ferns camera
relocaliser; (iii) a novel approach to globally-consistent TSDF-based
reconstruction, based on dividing the scene into rigid submaps and optimising
the relative poses between them; and (iv) an implementation of Keller et al.'s
surfel-based reconstruction approach.Comment: This article largely supersedes arxiv:1410.0925 (it describes version
3 of the InfiniTAM framework
A Non-Rigid Map Fusion-Based RGB-Depth SLAM Method for Endoscopic Capsule Robots
In the gastrointestinal (GI) tract endoscopy field, ingestible wireless
capsule endoscopy is considered as a minimally invasive novel diagnostic
technology to inspect the entire GI tract and to diagnose various diseases and
pathologies. Since the development of this technology, medical device companies
and many groups have made significant progress to turn such passive capsule
endoscopes into robotic active capsule endoscopes to achieve almost all
functions of current active flexible endoscopes. However, the use of robotic
capsule endoscopy still has some challenges. One such challenge is the precise
localization of such active devices in 3D world, which is essential for a
precise three-dimensional (3D) mapping of the inner organ. A reliable 3D map of
the explored inner organ could assist the doctors to make more intuitive and
correct diagnosis. In this paper, we propose to our knowledge for the first
time in literature a visual simultaneous localization and mapping (SLAM) method
specifically developed for endoscopic capsule robots. The proposed RGB-Depth
SLAM method is capable of capturing comprehensive dense globally consistent
surfel-based maps of the inner organs explored by an endoscopic capsule robot
in real time. This is achieved by using dense frame-to-model camera tracking
and windowed surfelbased fusion coupled with frequent model refinement through
non-rigid surface deformations
Robust Photogeometric Localization over Time for Map-Centric Loop Closure
Map-centric SLAM is emerging as an alternative of conventional graph-based
SLAM for its accuracy and efficiency in long-term mapping problems. However, in
map-centric SLAM, the process of loop closure differs from that of conventional
SLAM and the result of incorrect loop closure is more destructive and is not
reversible. In this paper, we present a tightly coupled photogeometric metric
localization for the loop closure problem in map-centric SLAM. In particular,
our method combines complementary constraints from LiDAR and camera sensors,
and validates loop closure candidates with sequential observations. The
proposed method provides a visual evidence-based outlier rejection where
failures caused by either place recognition or localization outliers can be
effectively removed. We demonstrate the proposed method is not only more
accurate than the conventional global ICP methods but is also robust to
incorrect initial pose guesses.Comment: To Appear in IEEE ROBOTICS AND AUTOMATION LETTERS, ACCEPTED JANUARY
201
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Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders water-tight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform EWA surface splatting on modern PC graphics hardware, called object space EWA splatting. We derive an object space formulation of the EWA filter, which is amenable for acceleration by conventional triangle-based graphics hardware. We describe how to implement the object space EWA filter using a two pass rendering algorithm. In the first rendering pass, visibility splatting is performed by shifting opaque surfel polygons backward along the viewing rays, while in the second rendering pass view-dependent EWA prefiltering is performed by deforming texture mapped surfel polygons. We use texture mapping and alpha blending to facilitate the splatting process. We implement our algorithm using programmable vertex and pixel shaders, fully exploiting the capabilities of today’s graphics processing units (GPUs). Our implementation renders up to 3 million points per second on recent PC graphics hardware, an order of magnitude more than a pure software implementation of screen space EWA surface splatting.Engineering and Applied Science
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