7,770 research outputs found
A comparative evaluation of interest point detectors and local descriptors for visual SLAM
Abstract In this paper we compare the behavior of different interest points detectors and descriptors under the
conditions needed to be used as landmarks in vision-based simultaneous localization and mapping (SLAM).
We evaluate the repeatability of the detectors, as well as the invariance and distinctiveness of the descriptors,
under different perceptual conditions using sequences of images representing planar objects as well as 3D scenes.
We believe that this information will be useful when selecting an appropriat
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High-speed multi-dimensional relative navigation for uncooperative space objects
This work proposes a high-speed Light Detection and Ranging (LIDAR) based navigation architecture that is appropriate for uncooperative relative space navigation applications. In contrast to current solutions that exploit 3D LIDAR data, our architecture transforms the odometry problem from the 3D space into multiple 2.5D ones and completes the odometry problem by utilizing a recursive filtering scheme. Trials evaluate several current state-of-the-art 2D keypoint detection and local feature description methods as well as recursive filtering techniques on a number of simulated but credible scenarios that involve a satellite model developed by Thales Alenia Space (France). Most appealing performance is attained by the 2D keypoint detector Good Features to Track (GFFT) combined with the feature descriptor KAZE, that are further combined with either the H∞ or the Kalman recursive filter. Experimental results demonstrate that compared to current algorithms, the GFTT/KAZE combination is highly appealing affording one order of magnitude more accurate odometry and a very low processing burden, which depending on the competitor method, may exceed one order of magnitude faster computation
High-Precision Localization Using Ground Texture
Location-aware applications play an increasingly critical role in everyday
life. However, satellite-based localization (e.g., GPS) has limited accuracy
and can be unusable in dense urban areas and indoors. We introduce an
image-based global localization system that is accurate to a few millimeters
and performs reliable localization both indoors and outside. The key idea is to
capture and index distinctive local keypoints in ground textures. This is based
on the observation that ground textures including wood, carpet, tile, concrete,
and asphalt may look random and homogeneous, but all contain cracks, scratches,
or unique arrangements of fibers. These imperfections are persistent, and can
serve as local features. Our system incorporates a downward-facing camera to
capture the fine texture of the ground, together with an image processing
pipeline that locates the captured texture patch in a compact database
constructed offline. We demonstrate the capability of our system to robustly,
accurately, and quickly locate test images on various types of outdoor and
indoor ground surfaces
Keyframe-based monocular SLAM: design, survey, and future directions
Extensive research in the field of monocular SLAM for the past fifteen years
has yielded workable systems that found their way into various applications in
robotics and augmented reality. Although filter-based monocular SLAM systems
were common at some time, the more efficient keyframe-based solutions are
becoming the de facto methodology for building a monocular SLAM system. The
objective of this paper is threefold: first, the paper serves as a guideline
for people seeking to design their own monocular SLAM according to specific
environmental constraints. Second, it presents a survey that covers the various
keyframe-based monocular SLAM systems in the literature, detailing the
components of their implementation, and critically assessing the specific
strategies made in each proposed solution. Third, the paper provides insight
into the direction of future research in this field, to address the major
limitations still facing monocular SLAM; namely, in the issues of illumination
changes, initialization, highly dynamic motion, poorly textured scenes,
repetitive textures, map maintenance, and failure recovery
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