We present and evaluate an approach for human-in-the-loop specification of shape reconstruction with annotations for basic robot-object interactions. Our method is based on the idea of model annotation: the addition of simple cues to an underlying object model to specify shape and delineate a simple task. The goal is to explore reducing the complexity of CAD-like interfaces so that novice users can quickly recover an object's shape and describe a manipulation task that is then carried out by a robot. The object modeling and interaction annotation capabilities are tested with a user study and compared against results obtained using existing approaches. The approach has been analyzed using a variety of shape comparison, grasping, and manipulation metrics, and tested with the PR2 robot platform, where it was shown to be successful.
A third option is semi-automatic reconstruction. Here, the idea is to use human cues to seed or refine automatic methods. These can work on 2D images, like the work of @cite_89 , where simple human marks on 2D images may result in the creation of 3D objects. The work of @cite_104 integrates simple annotations on 2D images with 3D object models extracted from a repository to extract complex objects from 2D scenes. Another approach is to work directly with 3D scans of a scene. This can either be on the depth-based point clouds or the reconstructed mesh. In @cite_115 , simple cues help snap planar primitives on top of point cloud sections in order to build simple architectural models. In the work of @cite_52 , annotations are made on reconstructed 3D models of the whole environment to generate segmented 3D scenes. In the work of @cite_95 , topology-aware reconstruction is first attempted automatically, and then iteratively corrected with human input. A refined interface showing a similar approach is shown in the work by @cite_118 .
@cite_118 @cite_52 @cite_104 @cite_89 @cite_95 @cite_115
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This paper proposes a novel methodology for LiDAR point cloud processing that takes advantage of the implicit topology of various LiDAR sensors to derive 2D images from the point cloud while bringing spatial structure to each point. The interest of such a methodology is then proved by addressing the problems of segmentation and disocclusion of mobile objects in 3D LiDAR scenes acquired via street-based Mobile Mapping Systems (MMS). Most of the existing lines of research tackle those problems directly in the 3D space. This work promotes an alternative approach by using this image representation of the 3D point cloud, taking advantage of the fact that the problem of disocclusion has been intensively studied in the 2D image processing community over the past decade. Using the image derived from the sensor data by exploiting the sensor topology, a semi-automatic segmentation procedure based on depth histograms is presented. Then, a variational image inpainting technique is introduced to reconstruct the areas that are occluded by objects. Experiments and validation on real data prove the effectiveness of this methodology both in terms of accuracy and speed. In this article, we introduce a novel reconstruction and modeling pipeline to create polygonal models from unstructured point clouds. We propose an automatic polygonal reconstruction that can then be interactively refined by the user. An initial model is automatically created by extracting a set of RANSAC-based locally fitted planar primitives along with their boundary polygons, and then searching for local adjacency relations among parts of the polygons. The extracted set of adjacency relations is enforced to snap polygon elements together, while simultaneously fitting to the input point cloud and ensuring the planarity of the polygons. This optimization-based snapping algorithm may also be interleaved with user interaction. This allows the user to sketch modifications with coarse and loose 2D strokes, as the exact alignment of the polygons is automatically performed by the snapping. The generated models are coarse, offer simple editing possibilities by design, and are suitable for interactive 3D applications like games, virtual environments, etc. The main innovation in our approach lies in the tight coupling between interactive input and automatic optimization, as well as in an algorithm that robustly discovers the set of adjacency relations. A number of recent approaches to policy learning in 2D game domains have been successful going directly from raw input images to actions. However when employed in complex 3D environments, they typically suffer from challenges related to partial observability, combinatorial exploration spaces, path planning, and a scarcity of rewarding scenarios. Inspired from prior work in human cognition that indicates how humans employ a variety of semantic concepts and abstractions (object categories, localisation, etc.) to reason about the world, we build an agent-model that incorporates such abstractions into its policy-learning framework. We augment the raw image input to a Deep Q-Learning Network (DQN), by adding details of objects and structural elements encountered, along with the agent's localisation. The different components are automatically extracted and composed into a topological representation using on-the-fly object detection and 3D-scene reconstruction.We evaluate the efficacy of our approach in Doom, a 3D first-person combat game that exhibits a number of challenges discussed, and show that our augmented framework consistently learns better, more effective policies. The photorealistic modeling of large-scale scenes, such as urban structures, requires a fusion of range sensing technology and traditional digital photography. This paper presents a system that integrates multiview geometry and automated 3D registration techniques for texture mapping 2D images onto 3D range data. The 3D range scans and the 2D photographs are respectively used to generate a pair of 3D models of the scene. The first model consists of a dense 3D point cloud, produced by using a 3D-to-3D registration method that matches 3D lines in the range images. The second model consists of a sparse 3D point cloud, produced by applying a multiview geometry (structure-from-motion) algorithm directly on a sequence of 2D photographs. This paper introduces a novel algorithm for automatically recovering the rotation, scale, and translation that best aligns the dense and sparse models. This alignment is necessary to enable the photographs to be optimally texture mapped onto the dense model. The contribution of this work is that it merges the benefits of multiview geometry with automated registration of 3D range scans to produce photorealistic models with minimal human interaction. We present results from experiments in large-scale urban scenes. Current methodologies for the generation of 3D point cloud from real world scenes rely upon a set of 2D images capturing the scene from several points of view. Novel plenoptic cameras sample the light field crossing the main camera lens creating a light field image. The information available in a plenoptic image must be processed in order to render a view or create the depth map of the scene. This paper analyses a method for the reconstruction of 3D models. The reconstruction of the model is obtained from a single image shot. Exploiting the properties of plenoptic images, a point cloud is generated and compared with a point cloud of the same object but generated with a different plenoptic camera. Abstract This paper presents a generative statistical approach to automatic 3D building roof reconstruction from airborne laser scanning point clouds. In previous works, bottom-up methods, e.g., points clustering, plane detection, and contour extraction, are widely used. Due to the data artefacts caused by tree clutter, reflection from windows, water features, etc., the bottom-up reconstruction in urban areas may suffer from a number of incomplete or irregular roof parts. Manually given geometric constraints are usually needed to ensure plausible results. In this work we propose an automatic process with emphasis on top-down approaches. The input point cloud is firstly pre-segmented into subzones containing a limited number of buildings to reduce the computational complexity for large urban scenes. For the building extraction and reconstruction in the subzones we propose a pure top-down statistical scheme, in which the bottom-up efforts or additional data like building footprints are no more required. Based on a predefined primitive library we conduct a generative modeling to reconstruct roof models that fit the data. Primitives are assembled into an entire roof with given rules of combination and merging. Overlaps of primitives are allowed in the assembly. The selection of roof primitives, as well as the sampling of their parameters, is driven by a variant of Markov Chain Monte Carlo technique with specified jump mechanism. Experiments are performed on data-sets of different building types (from simple houses, high-rise buildings to combined building groups) and resolutions. The results show robustness despite the data artefacts mentioned above and plausibility in reconstruction.