1,071 research outputs found

    A Minimalist Approach to Type-Agnostic Detection of Quadrics in Point Clouds

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    This paper proposes a segmentation-free, automatic and efficient procedure to detect general geometric quadric forms in point clouds, where clutter and occlusions are inevitable. Our everyday world is dominated by man-made objects which are designed using 3D primitives (such as planes, cones, spheres, cylinders, etc.). These objects are also omnipresent in industrial environments. This gives rise to the possibility of abstracting 3D scenes through primitives, thereby positions these geometric forms as an integral part of perception and high level 3D scene understanding. As opposed to state-of-the-art, where a tailored algorithm treats each primitive type separately, we propose to encapsulate all types in a single robust detection procedure. At the center of our approach lies a closed form 3D quadric fit, operating in both primal & dual spaces and requiring as low as 4 oriented-points. Around this fit, we design a novel, local null-space voting strategy to reduce the 4-point case to 3. Voting is coupled with the famous RANSAC and makes our algorithm orders of magnitude faster than its conventional counterparts. This is the first method capable of performing a generic cross-type multi-object primitive detection in difficult scenes. Results on synthetic and real datasets support the validity of our method.Comment: Accepted for publication at CVPR 201

    Generic Primitive Detection in Point Clouds Using Novel Minimal Quadric Fits

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    We present a novel and effective method for detecting 3D primitives in cluttered, unorganized point clouds, without axillary segmentation or type specification. We consider the quadric surfaces for encapsulating the basic building blocks of our environments - planes, spheres, ellipsoids, cones or cylinders, in a unified fashion. Moreover, quadrics allow us to model higher degree of freedom shapes, such as hyperboloids or paraboloids that could be used in non-rigid settings. We begin by contributing two novel quadric fits targeting 3D point sets that are endowed with tangent space information. Based upon the idea of aligning the quadric gradients with the surface normals, our first formulation is exact and requires as low as four oriented points. The second fit approximates the first, and reduces the computational effort. We theoretically analyze these fits with rigor, and give algebraic and geometric arguments. Next, by re-parameterizing the solution, we devise a new local Hough voting scheme on the null-space coefficients that is combined with RANSAC, reducing the complexity from O(N4)O(N^4) to O(N3)O(N^3) (three points). To the best of our knowledge, this is the first method capable of performing a generic cross-type multi-object primitive detection in difficult scenes without segmentation. Our extensive qualitative and quantitative results show that our method is efficient and flexible, as well as being accurate.Comment: Submitted to IEEE Transactions on Pattern Analysis and Machine Intelligence (T-PAMI). arXiv admin note: substantial text overlap with arXiv:1803.0719

    A new method for recognizing quadric surfaces from range data and its application to telerobotics and automation, final phase

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    In the final phase of the proposed research a complete top to down three dimensional object recognition scheme has been proposed. The various three dimensional objects included spheres, cones, cylinders, ellipsoids, paraboloids, and hyperboloids. Utilizing a newly developed blob determination technique, a given range scene with several non-cluttered quadric surfaces is segmented. Next, using the earlier (phase 1) developed alignment scheme, each of the segmented objects are then aligned in a desired coordinate system. For each of the quadric surfaces based upon their intersections with certain pre-determined planes, a set of distinct features (curves) are obtained. A database with entities such as the equations of the planes and angular bounds of these planes has been created for each of the quadric surfaces. Real range data of spheres, cones, cylinders, and parallelpipeds have been utilized for the recognition process. The developed algorithm gave excellent results for the real data as well as for several sets of simulated range data

    Cylinders extraction in non-oriented point clouds as a clustering problem

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    Finding geometric primitives in 3D point clouds is a fundamental task in many engineering applications such as robotics, autonomous-vehicles and automated industrial inspection. Among all solid shapes, cylinders are frequently found in a variety of scenes, comprising natural or man-made objects. Despite their ubiquitous presence, automated extraction and fitting can become challenging if performed ”in-the-wild”, when the number of primitives is unknown or the point cloud is noisy and not oriented. In this paper we pose the problem of extracting multiple cylinders in a scene by means of a Game-Theoretic inlier selection process exploiting the geometrical relations between pairs of axis candidates. First, we formulate the similarity between two possible cylinders considering the rigid motion aligning the two axes to the same line. This motion is represented with a unitary dual-quaternion so that the distance between two cylinders is induced by the length of the shortest geodesic path in SE(3). Then, a Game-Theoretical process exploits such similarity function to extract sets of primitives maximizing their inner mutual consensus. The outcome of the evolutionary process consists in a probability distribution over the sets of candidates (ie axes), which in turn is used to directly estimate the final cylinder parameters. An extensive experimental section shows that the proposed algorithm offers a high resilience to noise, since the process inherently discards inconsistent data. Compared to other methods, it does not need point normals and does not require a fine tuning of multiple parameters

    Machine learning methods for 3D object classification and segmentation

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    Field of study: Computer science.Dr. Ye Duan, Thesis Supervisor.Includes vita."July 2018."Object understanding is a fundamental problem in computer vision and it has been extensively researched in recent years thanks to the availability of powerful GPUs and labelled data, especially in the context of images. However, 3D object understanding is still not on par with its 2D domain and deep learning for 3D has not been fully explored yet. In this dissertation, I work on two approaches, both of which advances the state-of-the-art results in 3D classification and segmentation. The first approach, called MVRNN, is based multi-view paradigm. In contrast to MVCNN which does not generate consistent result across different views, by treating the multi-view images as a temporal sequence, our MVRNN correlates the features and generates coherent segmentation across different views. MVRNN demonstrated state-of-the-art performance on the Princeton Segmentation Benchmark dataset. The second approach, called PointGrid, is a hybrid method which combines points and regular grid structure. 3D points can retain fine details but irregular, which is challenge for deep learning methods. Volumetric grid is simple and has regular structure, but does not scale well with data resolution. Our PointGrid, which is simple, allows the fine details to be consumed by normal convolutions under a coarser resolution grid. PointGrid achieved state-of-the-art performance on ModelNet40 and ShapeNet datasets in 3D classification and object part segmentation.Includes bibliographical references (pages 116-140)

    Developing Interaction 3D Models for E-Learning Applications

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    Some issues concerning the development of interactive 3D models for e-learning applications are considered. Given that 3D data sets are normally large and interactive display demands high performance computation, a natural solution would be placing the computational burden on the client machine rather than on the server. Mozilla and Google opted for a combination of client-side languages, JavaScript and OpenGL, to handle 3D graphics in a web browser (Mozilla 3D and O3D respectively). Based on the O3D model, core web technologies are considered and an example of the full process involving the generation of a 3D model and their interactive visualization in a web browser is described. The challenging issue of creating realistic 3D models of objects in the real world is discussed and a method based on line projection for fast 3D reconstruction is presented. The generated model is then visualized in a web browser. The experiments demonstrate that visualization of 3D data in a web browser can provide quality user experience. Moreover, the development of web applications are facilitated by O3D JavaScript extension allowing web designers to focus on 3D contents generation

    Extraction robuste de primitives géométriques 3D dans un nuage de points et alignement basé sur les primitives

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    Dans ce projet, nous étudions les problèmes de rétro-ingénierie et de contrôle de la qualité qui jouent un rôle important dans la fabrication industrielle. La rétro-ingénierie tente de reconstruire un modèle 3D à partir de nuages de points, qui s’apparente au problème de la reconstruction de la surface 3D. Le contrôle de la qualité est un processus dans lequel la qualité de tous les facteurs impliqués dans la production est abordée. En fait, les systèmes ci-dessus nécessitent beaucoup d’intervention de la part d’un utilisateur expérimenté, résultat souhaité est encore loin soit une automatisation complète du processus. Par conséquent, de nombreux défis doivent encore être abordés pour atteindre ce résultat hautement souhaitable en production automatisée. La première question abordée dans la thèse consiste à extraire les primitives géométriques 3D à partir de nuages de points. Un cadre complet pour extraire plusieurs types de primitives à partir de données 3D est proposé. En particulier, une nouvelle méthode de validation est proposée pour évaluer la qualité des primitives extraites. À la fin, toutes les primitives présentes dans le nuage de points sont extraites avec les points de données associés et leurs paramètres descriptifs. Ces résultats pourraient être utilisés dans diverses applications telles que la reconstruction de scènes on d’édifices, la géométrie constructive et etc. La seconde question traiée dans ce travail porte sur l’alignement de deux ensembles de données 3D à l’aide de primitives géométriques, qui sont considérées comme un nouveau descripteur robuste. L’idée d’utiliser les primitives pour l’alignement arrive à surmonter plusieurs défis rencontrés par les méthodes d’alignement existantes. Ce problème d’alignement est une étape essentielle dans la modélisation 3D, la mise en registre, la récupération de modèles. Enfin, nous proposons également une méthode automatique pour extraire les discontinutés à partir de données 3D d’objets manufacturés. En intégrant ces discontinutés au problème d’alignement, il est possible d’établir automatiquement les correspondances entre primitives en utilisant l’appariement de graphes relationnels avec attributs. Nous avons expérimenté tous les algorithmes proposés sur différents jeux de données synthétiques et réelles. Ces algorithmes ont non seulement réussi à accomplir leur tâches avec succès mais se sont aussi avérés supérieus aux méthodes proposées dans la literature. Les résultats présentés dans le thèse pourraient s’avérér utilises à plusieurs applications.In this research project, we address reverse engineering and quality control problems that play significant roles in industrial manufacturing. Reverse engineering attempts to rebuild a 3D model from the scanned data captured from a object, which is the problem similar to 3D surface reconstruction. Quality control is a process in which the quality of all factors involved in production is monitored and revised. In fact, the above systems currently require significant intervention from experienced users, and are thus still far from being fully automated. Therefore, many challenges still need to be addressed to achieve the desired performance for automated production. The first proposition of this thesis is to extract 3D geometric primitives from point clouds for reverse engineering and surface reconstruction. A complete framework to extract multiple types of primitives from 3D data is proposed. In particular, a novel validation method is also proposed to assess the quality of the extracted primitives. At the end, all primitives present in the point cloud are extracted with their associated data points and descriptive parameters. These results could be used in various applications such as scene and building reconstruction, constructive solid geometry, etc. The second proposition of the thesis is to align two 3D datasets using the extracted geometric primitives, which is introduced as a novel and robust descriptor. The idea of using primitives for alignment is addressed several challenges faced by existing registration methods. This alignment problem is an essential step in 3D modeling, registration and model retrieval. Finally, an automatic method to extract sharp features from 3D data of man-made objects is also proposed. By integrating the extracted sharp features into the alignment framework, it is possible implement automatic assignment of primitive correspondences using attribute relational graph matching. Each primitive is considered as a node of the graph and an attribute relational graph is created to provide a structural and relational description between primitives. We have experimented all the proposed algorithms on different synthetic and real scanned datasets. Our algorithms not only are successful in completing their tasks with good results but also outperform other methods. We believe that the contribution of them could be useful in many applications
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