409 research outputs found

    Efficient Autonomous Navigation for Planetary Rovers with Limited Resources

    Get PDF
    Rovers operating on Mars are in need of more and more autonomous features to ful ll their challenging mission requirements. However, the inherent constraints of space systems make the implementation of complex algorithms an expensive and difficult task. In this paper we propose a control architecture for autonomous navigation. Efficient implementations of autonomous features are built on top of the current ExoMars navigation method, enhancing the safety and traversing capabilities of the rover. These features allow the rover to detect and avoid hazards and perform long traverses by following a roughly safe path planned by operators on ground. The control architecture implementing the proposed navigation mode has been tested during a field test campaign on a planetary analogue terrain. The experiments evaluated the proposed approach, autonomously completing two long traverses while avoiding hazards. The approach only relies on the optical Localization Cameras stereobench, a sensor that is found in all rovers launched so far, and potentially allows for computationally inexpensive long-range autonomous navigation in terrains of medium difficulty

    Multiperspective mosaics and layered representation for scene visualization

    Get PDF
    This thesis documents the efforts made to implement multiperspective mosaicking for the purpose of mosaicking undervehicle and roadside sequences. For the undervehicle sequences, it is desired to create a large, high-resolution mosaic that may used to quickly inspect the entire scene shot by a camera making a single pass underneath the vehicle. Several constraints are placed on the video data, in order to facilitate the assumption that the entire scene in the sequence exists on a single plane. Therefore, a single mosaic is used to represent a single video sequence. Phase correlation is used to perform motion analysis in this case. For roadside video sequences, it is assumed that the scene is composed of several planar layers, as opposed to a single plane. Layer extraction techniques are implemented in order to perform this decomposition. Instead of using phase correlation to perform motion analysis, the Lucas-Kanade motion tracking algorithm is used in order to create dense motion maps. Using these motion maps, spatial support for each layer is determined based on a pre-initialized layer model. By separating the pixels in the scene into motion-specific layers, it is possible to sample each element in the scene correctly while performing multiperspective mosaicking. It is also possible to fill in many gaps in the mosaics caused by occlusions, hence creating more complete representations of the objects of interest. The results are several mosaics with each mosaic representing a single planar layer of the scene

    Deep learning methods for 360 monocular depth estimation and point cloud semantic segmentation

    Get PDF
    Monocular depth estimation and point cloud segmentation are essential tasks for 3D scene understanding in computer vision. Depth estimation for omnidirectional images is challenging due to the spherical distortion issue and the availability of large-scale labeled datasets. We propose two separate works for 360 monocular depth estimation tasks. In the first work, we propose a novel, model-agnostic, two-stage pipeline for omnidirectional monocular depth estimation. Our proposed framework PanoDepth takes one 360 image as input, produces one or more synthesized views in the first stage, and feeds the original image and the synthesized images into the subsequent stereo matching stage. Utilizing the explicit stereo-based geometric constraints, PanoDepth can generate dense high-quality depth. In the second work, we propose a 360 monocular depth estimation pipeline, OmniFusion, to tackle the spherical distortion issue. Our pipeline transforms a 360 image into less-distorted perspective patches (i.e. tangent images) to obtain patch-wise predictions via CNN, and then merge the patch-wise results for final output. To handle the discrepancy between patch-wise predictions which is a major issue affecting the merging quality, we propose a new framework with (i) a geometry-aware feature fusion mechanism that combines 3D geometric features with 2D image features. (ii) the self-attention-based transformer architecture to conduct a global aggregation of patch-wise information. (iii) an iterative depth refinement mechanism to further refine the estimated depth based on the more accurate geometric features. Experiments show that both PanoDepth and OmniFusion achieve state-of-the-art performances on several 360 monocular depth estimation benchmark datasets. For point cloud analysis, we mainly focus on defining effective local point convolution operators. We propose two approaches, SPNet and Point-Voxel CNN respectively. For the former, we propose a novel point convolution operator named Shell Point Convolution (SPConv) as the building block for shape encoding and local context learning. Specifically, SPConv splits 3D neighborhood space into shells, aggregates local features on manually designed kernel points, and performs convolution on the shells. For the latter, we present a novel lightweight convolutional neural network which uses point voxel convolution (PVC) layer as building block. Each PVC layer has two parallel branches, namely the voxel branch and the point branch. For the voxel branch, we aggregate local features on non-empty voxel centers to reduce geometric information loss caused by voxelization, then apply volumetric convolutions to enhance local neighborhood geometry encoding. For the point branch, we use Multi-Layer Perceptron (MLP) to extract fine-detailed point-wise features. Outputs from these two branches are adaptively fused via a feature selection module. Experimental results show that SPConv and PVC layers are effective in local shape encoding, and our proposed networks perform well in semantic segmentation tasks.Includes bibliographical references

    Image-Based Rendering Of Real Environments For Virtual Reality

    Get PDF

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

    Get PDF
    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    Absolute depth using low-cost light field cameras

    Get PDF
    Digital cameras are increasingly used for measurement tasks within engineering scenarios, often being part of metrology platforms. Existing cameras are well equipped to provide 2D information about the fields of view (FOV) they observe, the objects within the FOV, and the accompanying environments. But for some applications these 2D results are not sufficient, specifically applications that require Z dimensional data (depth data) along with the X and Y dimensional data. New designs of camera systems have previously been developed by integrating multiple cameras to provide 3D data, ranging from 2 camera photogrammetry to multiple camera stereo systems. Many earlier attempts to record 3D data on 2D sensors have been completed, and likewise many research groups around the world are currently working on camera technology but from different perspectives; computer vision, algorithm development, metrology, etc. Plenoptic or Lightfield camera technology was defined as a technique over 100 years ago but has remained dormant as a potential metrology instrument. Lightfield cameras utilize an additional Micro Lens Array (MLA) in front of the imaging sensor, to create multiple viewpoints of the same scene and allow encoding of depth information. A small number of companies have explored the potential of lightfield cameras, but in the majority, these have been aimed at domestic consumer photography, only ever recording scenes as relative scale greyscale images. This research considers the potential for lightfield cameras to be used for world scene metrology applications, specifically to record absolute coordinate data. Specific interest has been paid to a range of low cost lightfield cameras to; understand the functional/behavioural characteristics of the optics, identify potential need for optical and/or algorithm development, define sensitivity, repeatability and accuracy characteristics and limiting thresholds of use, and allow quantified 3D absolute scale coordinate data to be extracted from the images. The novel output of this work is; an analysis of lightfield camera system sensitivity leading to the definition of Active Zones (linear data generation good data) and In-active Zones (non-linear data generation poor data), development of bespoke calibration algorithms that remove radial/tangential distortion from the data captured using any MLA based camera, and, a light field camera independent algorithm that allows the delivery of 3D coordinate data in absolute units within a well-defined measurable range from a given camera

    Videos in Context for Telecommunication and Spatial Browsing

    Get PDF
    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance
    • …
    corecore