In the era of autonomous driving, urban mapping represents a core step to let vehicles interact with the urban context. Successful mapping algorithms have been proposed in the last decade building the map leveraging on data from a single sensor. The focus of the system presented in this paper is twofold: the joint estimation of a 3D map from lidar data and images, based on a 3D mesh, and its texturing. Indeed, even if most surveying vehicles for mapping are endowed by cameras and lidar, existing mapping algorithms usually rely on either images or lidar data; moreover both image-based and lidar-based systems often represent the map as a point cloud, while a continuous textured mesh representation would be useful for visualization and navigation purposes. In the proposed framework, we join the accuracy of the 3D lidar data, and the dense information and appearance carried by the images, in estimating a visibility consistent map upon the lidar measurements, and refining it photometrically through the acquired images. We evaluate the proposed framework against the KITTI dataset and we show the performance improvement with respect to two state of the art urban mapping algorithms, and two widely used surface reconstruction algorithms in Computer Graphics.
Some approaches estimate a 2.5D map of the environment by populating a grid on the ground plane with the corresponding cell heights @cite_24 . These maps are useful for robot navigation, but neglect most of the environment details. A more coherent representation of the scene is volumetric, i.e, the space is partitioned into small parts classified as , and, in some cases, , and the boundary between occupied and free space represents the 3D map. In laser-based mapping the most common volumetric representation is voxel-based due to its good trade-off between expressiveness and easiness of implementation @cite_6 ; the drawback of this representation is the large memory consumption, and, therefore its non-scalability. Many efforts have been directed to improve the scalability and accuracy of voxel based mapping. Ryde and Hu @cite_29 store only occupied voxels, while Dryanovski @cite_15 store both occupied and free voxels, in order to represent also the uncertainty of unknown space. The state-of-the-art system OctoMap @cite_32 , and its extension @cite_11 , are able to efficiently store large maps by including an octree indexing to add flexibility to the framework.
@cite_29 @cite_32 @cite_6 @cite_24 @cite_15 @cite_11
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Most current navigation algorithms in mobile robotics produce 2D maps from data provided by 2D sensors. In large part this is due to the availability of suitable 3D sensors and difficulties of managing the large amount of data supplied by 3D sensors. This paper presents a novel, multi-resolution algorithm that aligns 3D range data stored in occupied voxel lists so as to facilitate the construction of 3D maps. Multi-resolution occupied voxel lists (MROL) are voxel based data structures that efficiently represent 3D scan and map information. The process described in this research can align a sequence of scans to produce maps and localise a range sensor within a prior global map. An office environment (200 square metres) is mapped in 3D at 0.02 m resolution, resulting in a 200,000 voxel occupied voxel list. Global localisation within this map, with no prior pose estimate, is completed in 5 seconds on a 2 GHz processor. The MROL based sequential scan matching is compared to a standard iterative closest point (ICP) implementation with an error in the initial pose estimate of plus or minus 1 m and 90 degrees. MROL correctly scan matches 94 of scans to within 0.1 m as opposed to ICP with 30 within 0.1 m. Three-dimensional models provide a volumetric representation of space which is important for a variety of robotic applications including flying robots and robots that are equipped with manipulators. In this paper, we present an open-source framework to generate volumetric 3D environment models. Our mapping approach is based on octrees and uses probabilistic occupancy estimation. It explicitly represents not only occupied space, but also free and unknown areas. Furthermore, we propose an octree map compression method that keeps the 3D models compact. Our framework is available as an open-source C++ library and has already been successfully applied in several robotics projects. We present a series of experimental results carried out with real robots and on publicly available real-world datasets. The results demonstrate that our approach is able to update the representation efficiently and models the data consistently while keeping the memory requirement at a minimum. The authors are prototyping a legged vehicle, the Ambler, for an exploratory mission on another planet, conceivably Mars, where it is to traverse uncharted areas and collect material samples. They describe how the rover can construct from range imagery a geometric terrain representation, i.e., elevation map that includes uncertainty, unknown areas, and local features. First, they present an algorithm for constructing an elevation map from a single range image. By virtue of working in spherical-polar space, the algorithm is independent of the desired map resolution and the orientation of the sensor, unlike algorithms that work in Cartesian space. Secondly, the authors present a two-stage matching technique (feature matching followed by iconic matching) that identifies the transformation T corresponding to the vehicle displacement between two viewing positions. Thirdly, to support legged locomotion over rough terrain, they describe methods for evaluating regions of the constructed elevation maps as footholds. > Advancing research into autonomous micro aerial vehicle navigation requires data structures capable of representing indoor and outdoor 3D environments. The vehicle must be able to update the map structure in real time using readings from range-finding sensors when mapping unknown areas; it must also be able to look up occupancy information from the map for the purposes of localization and path-planning. Mapping models that have been used for these tasks include voxel grids, multi-level surface maps, and octrees. In this paper, we suggest a new approach to 3D mapping using a multi-volume occupancy grid, or MVOG. MVOGs explicitly store information about both obstacles and free space. This allows us to correct previous potentially erroneous sensor readings by incrementally fusing in new positive or negative sensor information. In turn, this enables extracting more reliable probabilistic information about the occupancy of 3D space. MVOGs outperform existing probabilistic 3D mapping methods in terms of memory usage, due to the fact that observations are grouped together into continuous vertical volumes to save space. We describe the techniques required for mapping using MVOGs, and analyze their performance using indoor and outdoor experimental data. This paper presents an extension of the standard occupancy grid for 3D environment mapping. The presented approach adds a fusion process after the occupancy update which modifies the resolution of the grid cells in an incremental manner. Consequently, the proposed approach requires fewer grid cells for 3D representation in comparison to a standard occupancy grid. The resolution adaptation process is based on the occupancy probabilities of the grid cells and leads to the relaxation of the cubic grid cell assumption common to most 3D occupancy grids. The aim of this paper is to show the advantage of the proposed incremental fusion process which leads to the approximation of the 3D environment using rectangular cuboids. Evaluation on a large scale dataset and comparison to the state of the art shows that the proposed approach has faster access time for all occupied grid cells and requires a smaller number of cells for 3D environment representation.