Abstract This work is concerned with camera pose estimation from correspondences of 3D 2D lines, i. e. with the Perspective-n-Line (PnL) problem. We focus on large line sets, which can be efficiently solved by methods using linear formulation of PnL. We propose a novel method “DLT-Combined-Lines” based on the Direct Linear Transformation (DLT) algorithm, which benefits from a new combination of two existing DLT methods for pose estimation. The method represents 2D structure by lines, and 3D structure by both points and lines. The redundant 3D information reduces the minimum required line correspondences to 5. A cornerstone of the method is a combined projection matrix estimated by the DLT algorithm. It contains multiple estimates of camera rotation and translation, which can be recovered after enforcing constraints of the matrix. Multiplicity of the estimates is exploited to improve the accuracy of the proposed method. For large line sets (10 and more), the method is comparable to the state-of-the-art in accuracy of orientation estimation. It achieves state-of-the-art accuracy in estimation of camera position and it yields the smallest reprojection error under strong image noise. The method achieves top-3 results on real world data. The proposed method is also highly computationally effective, estimating the pose of 1000 lines in 12 ms on a desktop computer.
The first DLT method for solving PnL is the method of [ ] hartley2004multiple . Following the terminology of @cite_1 , we call the method . It does not act directly on 3D lines, but rather on 3D lying on 3D lines (for example line endpoints). It exploits the fact that if a 3D line and a 3D point coincide, their projections also must coincide. The DLT-Lines method requires at least 6 line correspondences.
@cite_1
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In this paper we deal with the camera pose estimation problem from a set of 2D 3D line correspondences, which is also known as PnL (Perspective-n-Line) problem. We carry out our study by comparing PnL with the well-studied PnP (Perspective-n-Point) problem, and our contributions are three-fold: (1) We provide a complete 3D configuration analysis for P3L, which includes the well-known P3P problem as well as several existing analyses as special cases. (2) By exploring the similarity between PnL and PnP, we propose a new subset-based PnL approach as well as a series of linear-formulation-based PnL approaches inspired by their PnP counterparts. (3) The proposed linear-formulation-based methods can be easily extended to deal with the line and point features simultaneously. We propose a non-iterative solution for the Perspective-n-Line (PnL) problem, which can efficiently and accurately estimate the camera pose for both small number and large number of line correspondences. By selecting a rotation axis in the camera framework, the reference lines are divided into triplets to form a sixteenth order cost function, and then the optimum is retrieved from the roots of the derivative of the cost function by evaluating the orthogonal errors and the reprojected errors of the local minima. The final pose estimation is normalized by a 3D alignment approach. The advantages of the proposed method are as follows: (1) it stably retrieves the optimum of the solution with very little computational complexity and high accuracy; (2) small line sets can be robustly handled to achieve highly accurate results and; (3) large line sets can be efficiently handled because it is O(n). In this work, we present a Direct Least-Squares (DLS) method for computing all solutions of the perspective-n-point camera pose determination (PnP) problem in the general case (n ≥ 3). Specifically, based on the camera measurement equations, we formulate a nonlinear least-squares cost function whose optimality conditions constitute a system of three third-order polynomials. Subsequently, we employ the multiplication matrix to determine all the roots of the system analytically, and hence all minima of the LS, without requiring iterations or an initial guess of the parameters. A key advantage of our method is scalability, since the order of the polynomial system that we solve is independent of the number of points. We compare the performance of our algorithm with the leading PnP approaches, both in simulation and experimentally, and demonstrate that DLS consistently achieves accuracy close to the Maximum-Likelihood Estimator (MLE). We propose a non-iterative solution to the PnP problem--the estimation of the pose of a calibrated camera from n 3D-to-2D point correspondences--whose computational complexity grows linearly with n. This is in contrast to state-of-the-art methods that are O(n 5) or even O(n 8), without being more accurate. Our method is applicable for all n?4 and handles properly both planar and non-planar configurations. Our central idea is to express the n 3D points as a weighted sum of four virtual control points. The problem then reduces to estimating the coordinates of these control points in the camera referential, which can be done in O(n) time by expressing these coordinates as weighted sum of the eigenvectors of a 12×12 matrix and solving a small constant number of quadratic equations to pick the right weights. Furthermore, if maximal precision is required, the output of the closed-form solution can be used to initialize a Gauss-Newton scheme, which improves accuracy with negligible amount of additional time. The advantages of our method are demonstrated by thorough testing on both synthetic and real-data. We consider the problem of approximating a set P of η points in Rd by a j-dimensional subspace under the lp measure, in which we wish to minimize the sum of lp distances from each point of P to this subspace. More generally, the Fq (lp)-subspace approximation problem asks for a j-subspace that minimizes the sum of qth powers of lp-distances to this subspace, up to a multiplicative factor of (1 + e). We develop techniques for subspace approximation, regression, and matrix approximation that can be used to deal with massive data sets in high dimensional spaces. In particular, we develop coresets and sketches, i.e. small space representations that approximate the input point set P with respect to the subspace approximation problem. Our results are: • A dimensionality reduction method that can be applied to Fq (lp)-clustering and shape fitting problems, such as those in [8, 15]. • The first strong coreset for F1 (l2)-subspace approximation in high-dimensional spaces, i.e. of size polynomial in the dimension of the space. This coreset approximates the distances to any j-subspace (not just the optimal one). • A (1 + e)-approximation algorithm for the j-dimensional F1 (l2)-subspace approximation problem with running time ηd(j e)O(1) + (η + d)2poly(j e). • A streaming algorithm that maintains a coreset for the F1 (l2)-subspace approximation problem and uses a space of d [EQUATION] (weighted) points. • Streaming algorithms for the above problems with bounded precision in the turnstile model, i.e, when coordinates appear in an arbitrary order and undergo multiple updates. We show that bounded precision can lead to further improvements. We extend results of [7] for approximate linear regression, distances to subspace approximation, and optimal rank-j approximation, to error measures other than the Frobenius norm. Abstract Constrained least-squares regression problems, such as the Nonnegative Least Squares (NNLS) problem, where the variables are restricted to take only nonnegative values, often arise in applications. Motivated by the recent development of the fast Johnson–Lindestrauss transform, we present a fast random projection type approximation algorithm for the NNLS problem. Our algorithm employs a randomized Hadamard transform to construct a much smaller NNLS problem and solves this smaller problem using a standard NNLS solver. We prove that our approach finds a nonnegative solution vector that, with high probability, is close to the optimum nonnegative solution in a relative error approximation sense. We experimentally evaluate our approach on a large collection of term-document data and verify that it does offer considerable speedups without a significant loss in accuracy. Our analysis is based on a novel random projection type result that might be of independent interest. In particular, given a tall and thin matrix Φ ∈ R n × d ( n ≫ d ) and a vector y ∈ R d , we prove that the Euclidean length of Φ y can be estimated very accurately by the Euclidean length of Φ ∼ y , where Φ ∼ consists of a small subset of (appropriately rescaled) rows of Φ . We propose a minimal solution for the similarity registration (rigid pose and scale) between two sets of 3D lines, and also between a set of co-planar points and a set of 3D lines. The first problem is solved up to 8 discrete solutions with a minimum of 2 line-line correspondences, while the second is solved up to 4 discrete solutions using 4 point-line correspondences. We use these algorithms to perform the extrinsic calibration between a pose tracking sensor and a 2D 3D ultrasound (US) curvilinear probe using a tracked needle as calibration target. The needle is tracked as a 3D line, and is scanned by the ultrasound as either a 3D line (3D US) or as a 2D point (2D US). Since the scale factor that converts US scan units to metric coordinates is unknown, the calibration is formulated as a similarity registration problem. We present results with both synthetic and real data and show that the minimum solutions outperform the correspondent non-minimal linear formulations. This paper aims to address a class of nuclear norm regularized least square (NNLS) problems. By exploiting the underlying low-rank matrix manifold structure, the problem with nuclear norm regularization is cast to a Riemannian optimization problem over matrix manifolds. Compared with existing NNLS algorithms involving singular value decomposition (SVD) of large-scale matrices, our method achieves significant reduction in computational complexity. Moreover, the uniqueness of matrix factorization can be guaranteed by our Grassmannian manifold method. In our solution, we first introduce the bilateral factorization into the original NNLS problem and convert it into a Grassmannian optimization problem by using a linearized technique. Then the conjugate gradient procedure on the Grassmannian manifold is developed for our method with a guarantee of local convergence. Finally, our method can be extended to address the graph regularized problem. Experimental results verified both the efficiency and effectiveness of our method. We address the problem of camera motion and 3D structure reconstruction from line correspondences across multiple views, from initialization to final bundle adjustment. One of the main difficulties when dealing with line features is their algebraic representation. First, we consider the triangulation problem. Based on Plucker coordinates to represent the 3D lines, we propose a maximum likelihood algorithm, relying on linearizing the Plucker constraint and on a Plucker correction procedure, computing the closest Plucker coordinates to a given 6-vector. Second, we consider the bundle adjustment problem, which is essentially a nonlinear optimization process on camera motion and 3D line parameters. Previous overparameterizations of 3D lines induce gauge freedoms and or internal consistency constraints. We propose the orthonormal representation, which allows handy nonlinear optimization of 3D lines using the minimum four parameters with an unconstrained optimization engine. We compare our algorithms to existing ones on simulated and real data. Results show that our triangulation algorithm outperforms standard linear and bias-corrected quasi-linear algorithms, and that bundle adjustment using our orthonormal representation yields results similar to the standard maximum likelihood trifocal tensor algorithm, while being usable for any number of views. We propose a real-time and accurate solution to the Perspective-n-Point (PnP) problem –estimating the pose of a calibrated camera from n 3D-to-2D point correspondences– that exploits the fact that in practice the 2D position of not all 2D features is estimated with the same accuracy. Assuming a model of such feature uncertainties is known in advance, we reformulate the PnP problem as a maximum likelihood minimization approximated by an unconstrained Sampson error function, which naturally penalizes the most noisy correspondences. The advantages of this approach are thoroughly demonstrated in synthetic experiments where feature uncertainties are exactly known. Pre-estimating the features uncertainties in real experiments is, though, not easy. In this paper we model feature uncertainty as 2D Gaussian distributions representing the sensitivity of the 2D feature detectors to different camera viewpoints. When using these noise models with our PnP formulation we still obtain promising pose estimation results that outperform the most recent approaches. Correspondences between 3D lines and their 2D images captured by a camera are often used to determine position and orientation of the camera in space. In this work, we propose a novel algebraic algorithm to estimate the camera pose. We parameterize 3D lines using Plucker coordinates that allow linear projection of the lines into the image. A line projection matrix is estimated using Linear Least Squares and the camera pose is then extracted from the matrix. An algebraic approach to handle mismatched line correspondences is also included. The proposed algorithm is an order of magnitude faster yet comparably accurate and robust to the state-of-the-art, it does not require initialization, and it yields only one solution. The described method requires at least 9 lines and is particularly suitable for scenarios with 25 and more lines, as also shown in the results. We apply a new method of analysis to the asymmetric rendezvous search problem on the line (ARSPL). This problem, previously studied in a paper of Alpern and Gal (1995), asks how two blind, speed one players placed a distance d apart on the line, can find each other in minimum expected time. The distance d is drawn from a known cumulative probability distribution G, and the players are faced in random directions. We show that the ARSPL is strategically equivalent to a new problem we call the double linear search problem (DLSP), where an object is placed equiprobably on one of two lines, and equiprobably at positions ±d. A searcher is placed at the origin of each of these lines. The two searchers move with a combined speed of one, to minimize the expected time before one of them finds the object. Using results from a concurrent paper of the first author and J. V. Howard (1998), we solve the DLSP (and hence the ARSPL) for the case where G is convex on its support, and show that the solution is that conjectured in a paper of Baston and Gal (1998). In this paper, we consider conic programming problems whose constraints consist of linear equalities, linear inequalities, a nonpolyhedral cone, and a polyhedral cone. A convenient way for solving this class of problems is to apply the directly extended alternating direction method of multipliers (ADMM) to its dual problem, which has been observed to perform well in numerical computations but may diverge in theory. Ideally, one should find a convergent variant which is at least as efficient as the directly extended ADMM in practice. We achieve this goal by designing a convergent semiproximal ADMM (called sPADMM3c for convenience) for convex programming problems having three separable blocks in the objective function with the third part being linear. At each iteration, the proposed sPADMM3c takes one special block coordinate descent (BCD) cycle with the order @math , instead of the usual @math Gauss--Seidel BCD cycle used in the nonconvergent directly extended 3-block ADMM, for updating the variable blocks. Our numerical experiments demonstrate that the convergent method is at least 20 faster than the directly extended ADMM with unit step-length for the vast majority of about 550 large-scale doubly nonnegative semidefinite programming problems with linear equality and or inequality constraints. This confirms that at least for conic convex programming, one can design a convergent and efficient ADMM with a special BCD cycle of updating the variable blocks. For convex minimization we introduce an algorithm based on **-space decomposition. The method uses a bundle subroutine to generate a sequence of approximate proximal points. When a primal-dual track leading to a solution and zero subgradient pair exists, these points approximate the primal track points and give the algorithm's **, or corrector, steps. The subroutine also approximates dual track points that are **-gradients needed for the method's **-Newton predictor steps. With the inclusion of a simple line search the resulting algorithm is proved to be globally convergent. The convergence is superlinear if the primal-dual track points and the objective's **-Hessian are approximated well enough. We consider the task of obtaining the maximum a posteriori estimate of discrete pairwise random fields with arbitrary unary potentials and semimetric pairwise potentials. For this problem, we propose an accurate hierarchical move making strategy where each move is computed efficiently by solving an st-MINCUT problem. Unlike previous move making approaches, e.g. the widely used a-expansion algorithm, our method obtains the guarantees of the standard linear programming (LP) relaxation for the important special case of metric labeling. Unlike the existing LP relaxation solvers, e.g. interior-point algorithms or tree-reweighted message passing, our method is significantly faster as it uses only the efficient st-MINCUT algorithm in its design. Using both synthetic and real data experiments, we show that our technique outperforms several commonly used algorithms. H. T. KUNG Carnegze-Mellon Un verszty, P2ttsburgh, Pennsylvanza F. LUCCIO Unwerszht d P sa, P sa, Italy F. P. PREPARATA University of Ilhno s, Urbana, Illinois ASSTRACT. Let U1 , U2, . . . , Ud be totally ordered sets and let V be a set of n d-dimensional vectors In U X Us. . X Ud . A partial ordering is defined on V in a natural way The problem of finding all maximal elements of V with respect to the partial ordering s considered The computational com- plexity of the problem is defined to be the number of required comparisons of two components and is denoted by Cd(n). It is tnwal that C (n) = n - 1 and C, (n) _ flog2 n!l for d _> 2 We present a novel method for recovering the 3D-line structure of a scene from multiple widely separated views. Traditional optimization-based approaches to line-based structure from motion minimize the error between measured line segments and the projections of corresponding 3D lines. In such a case, 3D lines can be optimized using a minimum of 4 parameters. We show that this number of parameters can be further reduced by introducing additional constraints on the orientations of lines in a 3D scene. In our approach, 2D-lines are automatically detected in images with the assistance of an EM-based vanishing point estimation method which assumes the existence of edges along mutally orthogonal vanishing directions. Each detected line is automatically labeled with the orientation (e.g. vertical, horizontal) of the 3D line which generated the measurement, and it is this additional knowledge that we use to reduce the number of degrees of freedom of 3D lines during optimization. We present 3D reconstruction results for urban scenes based on manually established feature correspondences across images. The problem of low complexity linear programming (LP) decoding of low-density parity-check (LDPC) codes is considered. An iterative algorithm, similar to min-sum and belief propagation, for efficient approximate solution of this problem was proposed by Vontobel and Koetter. In this paper, the convergence rate and computational complexity of this algorithm are studied using a scheduling scheme that we propose. In particular, we are interested in obtaining a feasible vector in the LP decoding problem that is close to optimal in the following sense. The distance, normalized by the block length, between the minimum and the objective function value of this approximate solution can be made arbitrarily small. It is shown that such a feasible vector can be obtained with a computational complexity which scales linearly with the block length. Combined with previous results that have shown that the LP decoder can correct some fixed fraction of errors we conclude that this error correction can be achieved with linear computational complexity. This is achieved by first applying the iterative LP decoder that decodes the correct transmitted codeword up to an arbitrarily small fraction of erroneous bits, and then correcting the remaining errors using some standard method. These conclusions are also extended to generalized LDPC codes. We propose a noniterative solution for the Perspective-n-Point ( P n P ) problem, which can robustly retrieve the optimum by solving a seventh order polynomial. The central idea consists of three steps: 1) to divide the reference points into 3-point subsets in order to achieve a series of fourth order polynomials, 2) to compute the sum of the square of the polynomials so as to form a cost function, and 3) to find the roots of the derivative of the cost function in order to determine the optimum. The advantages of the proposed method are as follows: First, it can stably deal with the planar case, ordinary 3D case, and quasi-singular case, and it is as accurate as the state-of-the-art iterative algorithms with much less computational time. Second, it is the first noniterative P n P solution that can achieve more accurate results than the iterative algorithms when no redundant reference points can be used (n 5). Third, large-size point sets can be handled efficiently because its computational complexity is O(n). Recovering 3D geometry from a single 2D line drawing is an important and challenging problem in computer vision. It has wide applications in interactive 3D modeling from images, computer-aided design, and 3D object retrieval. Previous methods of 3D reconstruction from line drawings are mainly based on a set of heuristic rules. They are not robust to sketch errors and often fail for objects that do not satisfy the rules. In this paper, we propose a novel approach, called example-based 3D object reconstruction from line drawings, which is based on the observation that a natural or man-made complex 3D object normally consists of a set of basic 3D objects. Given a line drawing, a graphical model is built where each node denotes a basic object whose candidates are from a 3D model (example) database. The 3D reconstruction is solved using a maximum-a-posteriori (MAP) estimation such that the reconstructed result best fits the line drawing. Our experiments show that this approach achieves much better reconstruction accuracy and are more robust to imperfect line drawings than previous methods.