Multi-Level Mapping: Real-time Dense Monocular...

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1 Multi-Level Mapping: Real-time Dense Monocular SLAM W. Nicholas Greene 1 , Kyel Ok 1 , Peter Lommel 2 , and Nicholas Roy 1 1 MIT Computer Science and Artificial Intelligence Laboratory (CSAIL) 2 Draper IEEE International Conference on Robotics and Automation (ICRA) Stockholm, Sweden, May 2016

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Multi-Level Mapping:

Real-time Dense Monocular SLAM

W. Nicholas Greene1, Kyel Ok1, Peter Lommel2,

and Nicholas Roy1

1MIT Computer Science and Artificial Intelligence Laboratory (CSAIL)2Draper

IEEE International Conference on Robotics and Automation (ICRA) Stockholm, Sweden, May 2016

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Monocular SLAMSimultaneous Localization and Mapping

Multi-Level Mapping: Real-time Dense Monocular SLAM

We want to estimate dense 3D maps online using low-SWaP cameras

to enable high-speed autonomous navigation, but…

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Prior Work: Sparse MethodsUse features (FAST, SIFT, etc.) extracted from images to estimate sparse point cloud

MonoSLAM (Davison, ICCV 2003, 2007), PTAM (Klein and Murray, ISMAR 2007)

Sparse maps are cheap, but problematic for motion planning

Multi-Level Mapping: Real-time Dense Monocular SLAM

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Prior Work: Dense MethodsUse raw pixel intensities and GPU acceleration to estimate dense mesh.

DTAM (Newcombe et al., ICCV 2011), MonoFusion (ISMAR 2013)

Dense maps are accurate, but expensive to compute and small-scale

Multi-Level Mapping: Real-time Dense Monocular SLAM

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Prior Work: Semi-dense MethodsUse only pixels with gradient to estimate semi-dense point cloud

LSD-SLAM (Engel et al. ICCV 2013, ECCV 2014)

Multi-Level Mapping: Real-time Dense Monocular SLAM

Semi-dense maps have holes in low-texture regions

Holes

Noise

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Prior Work: Semi-dense MethodsUse only pixels with gradient to estimate semi-dense point cloud

LSD-SLAM (Engel et al. ICCV 2013, ECCV 2014)

Multi-Level Mapping: Real-time Dense Monocular SLAM

Can we estimate dense geometry without sacrificing speed?

Holes

Noise

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Multi-Level Mapping (MLM)

Key Insights

1. Low-texture regions correlated with planar structure - don’t need to

reason about every pixel to reconstruct scene, but don’t need to completely

discard data.

2. World is locally smooth.

Approach

1. Estimate depth at image scale appropriate to texture

- More gradient → finer resolution

- Less gradient → coarser resolution

2. Apply smarter spatial regularization to multi-level map

Multi-Level Mapping: Real-time Dense Monocular SLAM

Estimate depth on a quadtree to leverage all available texture

and smooth using a variational regularizer

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Example Keyframe: MLM

MLM estimates depth at quadtree leaves at

corresponding image scale

Keyframe Comparison image

Epipolar search

region

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Smoothing

Before finalizing keyframe, apply variational smoothing technique

from Chambolle and Pock 2011.

The keyframe inverse depthmap is likely corrupted by noise and

outliers.

Let denote the smoothed inverse depthmap. We perform the

following optimization:

Quadtree data structure allows fast optimization without

GPU acceleration

Multi-Level Mapping: Real-time Dense Monocular SLAM

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Qualitative Evaluation

Multi-Level Mapping: Real-time Dense Monocular SLAM

LSD-SLAM MLM

Kin

ect

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Thank You!

Multi-Level Mapping: Real-time Dense Monocular SLAM