Online mesh reconstruction from a dense surfel cloud: ElasticFusion-style surfel fusion with new normal-direction regularization and observation-boundary blending, plus asynchronous local (re)triangulation so the mesh follows loop-closure deformations, adapts its resolution to the input and keeps thin objects; poses come from an external SLAM system.

技術屬性

欄位內容為文獻擷取紀錄的原文用語(英文),以原文為據;「未查證」表示本研究尚未讀到該資訊,不代表該方法不具備此能力。

SurfelMeshing 的技術屬性
感測輸入RGB-D camera (mainly Microsoft Kinect v1 sequences of the TUM RGB-D benchmark; pre-registered CoRBS sequences; synthetic ICL-NUIM depth with simulated noise)
原文測試平台real RGB-D sequences from TUM RGB-D, CoRBS and ETH3D (capture platform not described in the paper; ETH3D poses from BAD SLAM)、simulation (ICL-NUIM synthetic living room)
狀態估計No pose estimation of its own: calibrated camera and poses from an external SLAM system (ElasticFusion in the implementation; BAD SLAM poses for the ETH3D examples)
資料關聯Projective association of each surfel with the pixel it projects to and the nearest neighbouring pixel; surfels classified as conflicting, occluded or supported using a depth uncertainty interval of plus or minus 5% of the measured depth and normal checks
時間表示discrete camera poses
去畸變不適用 (RGB-D input)
迴圈閉合Adopts ElasticFusion's loop-closure handling: the surfel cloud is deformed based on surfel timestamps, offsets are averaged among neighbours for 100 iterations, and affected mesh regions are remeshed; the public code excludes loop closure
全域最佳化none of its own; relies on the SLAM system's non-rigid surfel deformation
地圖表示dense surfel cloud at input image resolution (position, normal, colour, confidence, radius, creation and update timestamps, denoised position, four neighbours) indexed by a lazily updated compressed octree; a triangle mesh whose vertices are the surfels
先驗資訊none
可輸出幾何coloured triangle mesh with vertices at the surfels, updated online; not guaranteed manifold
計算需求GPU (CUDA 8.0) for surfel reconstruction and denoising at frame rate, CPU threads for asynchronous meshing and remeshing; tested on Intel Core i7 6700K with GeForce GTX 1080; average remeshing iteration 212 ms; a loop closure over 3.1 million surfels takes about 680 ms (Sec. 4, 5.4)

使用設備

原文使用的感測器、運算硬體與載具(equipment)。型號保留原文寫法,連結到設備頁中同一型號的歸併名稱;角色依原文用途分為方法輸入、資料集感測器、執行運算平台、參考或真值量測(reference or ground truth)與比較對象設備。

原文使用的設備
類別型號(原文寫法)角色資料集原文規格出處
RGB-D 相機Kinect v1資料集感測器TUM RGB-D640x480 images; depth beyond 3 m dropped in preprocessing(Schöps et al., 2020, Sec. 4; Sec. 5.3)
RGB-D 相機Kinect v2歸入:Microsoft Kinect v2資料集感測器CoRBSpre-registered CoRBS sequences (sensor named in the title of reference [46])(Schöps et al., 2020, Sec. 5; ref. [46])
運算硬體PC with Intel Core i7 6700K and MSI Geforce GTX 1080 Gaming X 8G執行運算平台未標示surfel reconstruction and denoising in CUDA 8.0 on the GPU; meshing on CPU(Schöps et al., 2020, Sec. 4; Sec. 5)

作者報告的優勢與限制

優勢

限制

營建工程相關證據

論文未涉及營建場景,評估以 TUM RGB-D、ICL-NUIM 與 CoRBS 室內小場景為主。它能在 SLAM 過程中持續輸出可隨迴圈閉合更新的網格,並保留薄物體與相機解析度的色彩,可作為室內構件即時網格預覽的參考;但前處理捨棄 3 m 以外的深度,大型室內空間或工地的適用性未經驗證(推論)。

原文驗證環境:公開基準、模擬

報告的性能數據

以下是原文作者報告的性能數值(author-reported results),不是本研究重新量測的結果。每張圖只並列同一個比較組(comparison group,同一張表、同一組實驗設定)內的方法;不同比較組之間的數值不可直接比較,也不構成排名。

本方法共出現在 5 個比較組,合計 30 筆紀錄。以下列出本方法紀錄最多的 4 組,其餘 1 組列在最後,並連到性能比較頁。

Schöps et al., 2020 · Table 2 (ground-truth trajectories) 本方法 12 筆

表格設定(擷取紀錄原文):ICL-NUIM living room with simulated depth noise; ground-truth trajectories used and loop-closure handling disabled for all methods; reconstructions aligned to the ground-truth model with point-to-plane ICP; evaluation threshold 1 cm; 'smoothed' = same bilateral filter as SurfelMeshing preprocessing (Schöps et al., 2020, Table 2 (ground-truth trajectories))

Accuracy [%] (share of reconstructed surfels within 1 cm of ground truth),ICL-NUIM · kt0

只並列這張表在相同設定下報告的方法;以「本方法:」開頭者為本頁方法。失敗、未執行與未報告以標記呈現,不是 0。

按 Tab 進入圖表後,用上下方向鍵逐一瀏覽各類別,Esc 關閉提示框;也可開啟表格檢視閱讀全部數值。

這些是 Schöps et al., 2020 在此表設定下報告的數值(author-reported results),只能在同一個比較組內對照,不代表方法在其他資料或設定下的表現。

統計量:原文未報告;對齊方式:SE(3) 剛體對齊;單位:%;場景:synthetic indoor living room

資料來源作者報告值(Schöps et al., 2020, Table 2 (ground-truth trajectories))

數值與出處
方法(原文寫法)報告值出處
InfiniTAM [29]76.4%(Schöps et al., 2020, Table 2)
InfiniTAM [29] - smoothed78.3%(Schöps et al., 2020, Table 2)
FastFusion [27]85.5%(Schöps et al., 2020, Table 2)
FastFusion [27] - smoothed75.9%(Schöps et al., 2020, Table 2)
ElasticFusion [17]96.2%(Schöps et al., 2020, Table 2)
ElasticFusion [17] - smoothed95.7%(Schöps et al., 2020, Table 2)
SurfelMeshing (Ours)本方法原文提出93.5%(Schöps et al., 2020, Table 2)

Schöps et al., 2020 · Table 2 (loop-closure trajectories) 本方法 9 筆

表格設定(擷取紀錄原文):ICL-NUIM living room with simulated depth noise; trajectories estimated with ElasticFusion including loop closures (kt3 omitted because ElasticFusion failed); aligned with point-to-plane ICP; threshold 1 cm; InfiniTAM and FastFusion cannot handle loop closures and have no values (Schöps et al., 2020, Table 2 (loop-closure trajectories))

Accuracy [%] (share of reconstructed surfels within 1 cm of ground truth),ICL-NUIM · kt0

只並列這張表在相同設定下報告的方法;以「本方法:」開頭者為本頁方法。失敗、未執行與未報告以標記呈現,不是 0。

按 Tab 進入圖表後,用上下方向鍵逐一瀏覽各類別,Esc 關閉提示框;也可開啟表格檢視閱讀全部數值。

這些是 Schöps et al., 2020 在此表設定下報告的數值(author-reported results),只能在同一個比較組內對照,不代表方法在其他資料或設定下的表現。

統計量:原文未報告;對齊方式:SE(3) 剛體對齊;單位:%;場景:synthetic indoor living room

資料來源作者報告值(Schöps et al., 2020, Table 2 (loop-closure trajectories))

數值與出處
方法(原文寫法)報告值出處
ElasticFusion [17]95.8%(Schöps et al., 2020, Table 2)
ElasticFusion [17] - smoothed96.8%(Schöps et al., 2020, Table 2)
SurfelMeshing (Ours)本方法原文提出87.2%(Schöps et al., 2020, Table 2)

Schöps et al., 2020 · Table 1 本方法 6 筆

表格設定(擷取紀錄原文):Mesh quality on TUM RGB-D reconstructions (Kinect v1 data; the trajectories used for Table 1 are not specified); truncated extract of Table 1: full method and the two volumetric baselines, boundary-vertex share and mean curvature only (Schöps et al., 2020, Table 1)

bdry: amount of vertices on a mesh boundary,TUM RGB-D · fr1/desk

只並列這張表在相同設定下報告的方法;以「本方法:」開頭者為本頁方法。失敗、未執行與未報告以標記呈現,不是 0。

按 Tab 進入圖表後,用上下方向鍵逐一瀏覽各類別,Esc 關閉提示框;也可開啟表格檢視閱讀全部數值。

這些是 Schöps et al., 2020 在此表設定下報告的數值(author-reported results),只能在同一個比較組內對照,不代表方法在其他資料或設定下的表現。

統計量:原文未報告;對齊方式:原文未報告;單位:%;場景:indoor office scenes, Kinect v1 (carrying mode not stated in the paper)

資料來源作者報告值(Schöps et al., 2020, Table 1)

數值與出處
方法(原文寫法)報告值出處
Ours (regularization, blending and remeshing enabled)本方法原文提出2.3%(Schöps et al., 2020, Table 1)
InfiniTAM [29]9.7%(Schöps et al., 2020, Table 1)
FastFusion [27]17.7%(Schöps et al., 2020, Table 1)

Schöps et al., 2020 · Text Sec.5.4 本方法 2 筆

資料集與序列TUM RGB-D · fr3/long_office_household

表格設定(擷取紀錄原文):Performance on the TUM fr3/long office household sequence at 640x480; remeshing statistics averaged over iterations (Schöps et al., 2020, Text Sec.5.4)

average time per remeshing iteration,TUM RGB-D · fr3/long_office_household

這張表在此指標與資料序列只列出本方法一筆,沒有可並列的其他方法,因此不畫圖,數值與出處見下表。這是 Schöps et al., 2020 在此表設定下報告的數值(author-reported results),不代表方法在其他資料或設定下的表現。

統計量:平均值(mean);對齊方式:原文未報告;單位:ms;場景:indoor office, Kinect v1 (carrying mode not stated in the paper)

數值與出處
方法(原文寫法)報告值出處
SurfelMeshing (Ours)本方法原文提出硬體:Intel Core i7 6700K + GeForce GTX 1080 (external SLAM cost excluded)212 ms(Schöps et al., 2020, Sec. 5.4; Fig. 19)

其他比較組

列出其餘 1 個比較組

來源

  • Schöps et al., 2020

    Thomas Schöps, Torsten Sattler, Marc Pollefeys(2020)SurfelMeshing: Online Surfel-Based Mesh ReconstructionIEEE Transactions on Pattern Analysis and Machine Intelligence, 42(10):2494-2507

    同儕審查已出版已讀全文近十年查證後修正

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