27,114 research outputs found

    3D Geometric Analysis of Tubular Objects based on Surface Normal Accumulation

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    This paper proposes a simple and efficient method for the reconstruction and extraction of geometric parameters from 3D tubular objects. Our method constructs an image that accumulates surface normal information, then peaks within this image are located by tracking. Finally, the positions of these are optimized to lie precisely on the tubular shape centerline. This method is very versatile, and is able to process various input data types like full or partial mesh acquired from 3D laser scans, 3D height map or discrete volumetric images. The proposed algorithm is simple to implement, contains few parameters and can be computed in linear time with respect to the number of surface faces. Since the extracted tube centerline is accurate, we are able to decompose the tube into rectilinear parts and torus-like parts. This is done with a new linear time 3D torus detection algorithm, which follows the same principle of a previous work on 2D arc circle recognition. Detailed experiments show the versatility, accuracy and robustness of our new method.Comment: in 18th International Conference on Image Analysis and Processing, Sep 2015, Genova, Italy. 201

    3D Tracking Using Multi-view Based Particle Filters

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    Visual surveillance and monitoring of indoor environments using multiple cameras has become a field of great activity in computer vision. Usual 3D tracking and positioning systems rely on several independent 2D tracking modules applied over individual camera streams, fused using geometrical relationships across cameras. As 2D tracking systems suffer inherent difficulties due to point of view limitations (perceptually similar foreground and background regions causing fragmentation of moving objects, occlusions), 3D tracking based on partially erroneous 2D tracks are likely to fail when handling multiple-people interaction. To overcome this problem, this paper proposes a Bayesian framework for combining 2D low-level cues from multiple cameras directly into the 3D world through 3D Particle Filters. This method allows to estimate the probability of a certain volume being occupied by a moving object, and thus to segment and track multiple people across the monitored area. The proposed method is developed on the basis of simple, binary 2D moving region segmentation on each camera, considered as different state observations. In addition, the method is proved well suited for integrating additional 2D low-level cues to increase system robustness to occlusions: in this line, a naïve color-based (HSI) appearance model has been integrated, resulting in clear performance improvements when dealing with complex scenarios

    Volume-based Semantic Labeling with Signed Distance Functions

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    Research works on the two topics of Semantic Segmentation and SLAM (Simultaneous Localization and Mapping) have been following separate tracks. Here, we link them quite tightly by delineating a category label fusion technique that allows for embedding semantic information into the dense map created by a volume-based SLAM algorithm such as KinectFusion. Accordingly, our approach is the first to provide a semantically labeled dense reconstruction of the environment from a stream of RGB-D images. We validate our proposal using a publicly available semantically annotated RGB-D dataset and a) employing ground truth labels, b) corrupting such annotations with synthetic noise, c) deploying a state of the art semantic segmentation algorithm based on Convolutional Neural Networks.Comment: Submitted to PSIVT201

    Robust Dense Mapping for Large-Scale Dynamic Environments

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    We present a stereo-based dense mapping algorithm for large-scale dynamic urban environments. In contrast to other existing methods, we simultaneously reconstruct the static background, the moving objects, and the potentially moving but currently stationary objects separately, which is desirable for high-level mobile robotic tasks such as path planning in crowded environments. We use both instance-aware semantic segmentation and sparse scene flow to classify objects as either background, moving, or potentially moving, thereby ensuring that the system is able to model objects with the potential to transition from static to dynamic, such as parked cars. Given camera poses estimated from visual odometry, both the background and the (potentially) moving objects are reconstructed separately by fusing the depth maps computed from the stereo input. In addition to visual odometry, sparse scene flow is also used to estimate the 3D motions of the detected moving objects, in order to reconstruct them accurately. A map pruning technique is further developed to improve reconstruction accuracy and reduce memory consumption, leading to increased scalability. We evaluate our system thoroughly on the well-known KITTI dataset. Our system is capable of running on a PC at approximately 2.5Hz, with the primary bottleneck being the instance-aware semantic segmentation, which is a limitation we hope to address in future work. The source code is available from the project website (http://andreibarsan.github.io/dynslam).Comment: Presented at IEEE International Conference on Robotics and Automation (ICRA), 201

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions
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