While the common environment representation in structure from motion is given by a sparse point cloud, the community has also investigated the use of lines to better enforce the inherent regularities in man-made surroundings. Following the potential of this idea, the present paper introduces a more flexible higher-order extension of points that provides a general model for structural edges in the environment, no matter if straight or curved. Our model relies on linked Bezier curves, the geometric intuition of which proves great benefits during parameter initialization and regularization. We present the first fully automatic pipeline that is able to generate spline-based representations without any human supervision. Besides a full graphical formulation of the problem, we introduce both geometric and photometric cues as well as higher-level concepts such overall curve visibility and viewing angle restrictions to automatically manage the correspondences in the graph. Results prove that curve-based structure from motion with splines is able to outperform state-of-the-art sparse feature-based methods, as well as to model curved edges in the environment.
There has been a paradigm shifting trend towards feature-less methods due to their elegant formulation, accuracy and ever increasing computational power. In this work, we present a direct edge alignment approach for 6-DOF tracking. We argue that photo-consistency based methods are plagued by a much smaller convergence basin and are extremely sensitive to noise, changing illumination and fast motion. We propose to use the Distance Transform in the energy formulation which can significantly extend the influence of the edges for tracking. We address the problem of non-differentiability of our cost function and of the previous methods by use of a sub-gradient method. Through extensive experiments we show that the proposed method gives comparable performance to the previous method under nominal conditions and is able to run at 30 Hz in single threaded mode. In addition, under large motion we demonstrate our method outperforms previous methods using the same runtime configuration for our method. DTAM is a system for real-time camera tracking and reconstruction which relies not on feature extraction but dense, every pixel methods. As a single hand-held RGB camera flies over a static scene, we estimate detailed textured depth maps at selected keyframes to produce a surface patchwork with millions of vertices. We use the hundreds of images available in a video stream to improve the quality of a simple photometric data term, and minimise a global spatially regularised energy functional in a novel non-convex optimisation framework. Interleaved, we track the camera's 6DOF motion precisely by frame-rate whole image alignment against the entire dense model. Our algorithms are highly parallelisable throughout and DTAM achieves real-time performance using current commodity GPU hardware. We demonstrate that a dense model permits superior tracking performance under rapid motion compared to a state of the art method using features; and also show the additional usefulness of the dense model for real-time scene interaction in a physics-enhanced augmented reality application. This paper presents a method of estimating camera pose in an unknown scene. While this has previously been attempted by adapting SLAM algorithms developed for robotic exploration, we propose a system specifically designed to track a hand-held camera in a small AR workspace. We propose to split tracking and mapping into two separate tasks, processed in parallel threads on a dual-core computer: one thread deals with the task of robustly tracking erratic hand-held motion, while the other produces a 3D map of point features from previously observed video frames. This allows the use of computationally expensive batch optimisation techniques not usually associated with real-time operation: The result is a system that produces detailed maps with thousands of landmarks which can be tracked at frame-rate, with an accuracy and robustness rivalling that of state-of-the-art model-based systems. We propose a direct (feature-less) monocular SLAM algorithm which, in contrast to current state-of-the-art regarding direct methods, allows to build large-scale, consistent maps of the environment. Along with highly accurate pose estimation based on direct image alignment, the 3D environment is reconstructed in real-time as pose-graph of keyframes with associated semi-dense depth maps. These are obtained by filtering over a large number of pixelwise small-baseline stereo comparisons. The explicitly scale-drift aware formulation allows the approach to operate on challenging sequences including large variations in scene scale. Major enablers are two key novelties: (1) a novel direct tracking method which operates on ( sim (3) ), thereby explicitly detecting scale-drift, and (2) an elegant probabilistic solution to include the effect of noisy depth values into tracking. The resulting direct monocular SLAM system runs in real-time on a CPU. This paper describes a computational approach to edge detection. The success of the approach depends on the definition of a comprehensive set of goals for the computation of edge points. These goals must be precise enough to delimit the desired behavior of the detector while making minimal assumptions about the form of the solution. We define detection and localization criteria for a class of edges, and present mathematical forms for these criteria as functionals on the operator impulse response. A third criterion is then added to ensure that the detector has only one response to a single edge. We use the criteria in numerical optimization to derive detectors for several common image features, including step edges. On specializing the analysis to step edges, we find that there is a natural uncertainty principle between detection and localization performance, which are the two main goals. With this principle we derive a single operator shape which is optimal at any scale. The optimal detector has a simple approximate implementation in which edges are marked at maxima in gradient magnitude of a Gaussian-smoothed image. We extend this simple detector using operators of several widths to cope with different signal-to-noise ratios in the image. We present a general method, called feature synthesis, for the fine-to-coarse integration of information from operators at different scales. Finally we show that step edge detector performance improves considerably as the operator point spread function is extended along the edge. Lighting variation and uneven feature distribution are main challenges for indoor RGB-D visual odometry where color information is often combined with depth information. To meet the challenges, we fuse point and line features to form a robust odometry algorithm. Line features are abundant indoors and less sensitive to lighting change than points. We extract 3D points and lines from RGB-D data, analyze their measurement uncertainties, and compute camera motion using maximum likelihood estimation. We prove that fusing points and lines produces smaller motion estimate uncertainty than using either feature type alone. In experiments we compare our method with state-of-the-art methods including a keypoint-based approach and a dense visual odometry algorithm. Our method outperforms the counterparts under both constant and varying lighting conditions. Specifically, our method achieves an average translational error that is 34.9 smaller than the counterparts, when tested using public datasets. In this paper, we develop a robust efficient visual SLAM system that utilizes heterogeneous point and line features. By leveraging ORB-SLAM [1], the proposed system consists of stereo matching, frame tracking, local mapping, loop detection, and bundle adjustment of both point and line features. In particular, as the main theoretical contributions of this paper, we, for the first time, employ the orthonormal representation as the minimal parameterization to model line features along with point features in visual SLAM and analytically derive the Jacobians of the re-projection errors with respect to the line parameters, which significantly improves the SLAM solution. The proposed SLAM has been extensively tested in both synthetic and real-world experiments whose results demonstrate that the proposed system outperforms the state-of-the-art methods in various scenarios.  We propose a fundamentally novel approach to real-time visual odometry for a monocular camera. It allows to benefit from the simplicity and accuracy of dense tracking - which does not depend on visual features - while running in real-time on a CPU. The key idea is to continuously estimate a semi-dense inverse depth map for the current frame, which in turn is used to track the motion of the camera using dense image alignment. More specifically, we estimate the depth of all pixels which have a non-negligible image gradient. Each estimate is represented as a Gaussian probability distribution over the inverse depth. We propagate this information over time, and update it with new measurements as new images arrive. In terms of tracking accuracy and computational speed, the proposed method compares favorably to both state-of-the-art dense and feature-based visual odometry and SLAM algorithms. As our method runs in real-time on a CPU, it is of large practical value for robotics and augmented reality applications. Low textured scenes are well known to be one of the main Achilles heels of geometric computer vision algorithms relying on point correspondences, and in particular for visual SLAM. Yet, there are many environments in which, despite being low textured, one can still reliably estimate line-based geometric primitives, for instance in city and indoor scenes, or in the so-called “Manhattan worlds”, where structured edges are predominant. In this paper we propose a solution to handle these situations. Specifically, we build upon ORB-SLAM, presumably the current state-of-the-art solution both in terms of accuracy as efficiency, and extend its formulation to simultaneously handle both point and line correspondences. We propose a solution that can even work when most of the points are vanished out from the input images, and, interestingly it can be initialized from solely the detection of line correspondences in three consecutive frames. We thoroughly evaluate our approach and the new initialization strategy on the TUM RGB-D benchmark and demonstrate that the use of lines does not only improve the performance of the original ORB-SLAM solution in poorly textured frames, but also systematically improves it in sequence frames combining points and lines, without compromising the efficiency. In this work we present a novel algorithm for realtime visual odometry for a monocular camera. The main idea is to develop an approach between classical feature-based visual odometry systems and modern direct dense semi-dense methods, trying to benefit from the best attributes of both. Similar to feature-based systems, we extract information from the images, instead of working with raw image intensities as direct methods. In particular, the information extracted are the edges present in the image, while the rest of the algorithm is designed to take advantage of the structural information provided when pixels are treated as edges. Edge extraction is an efficient and higly parallelizable operation. The edge depth information extracted is dense enough to allow acceptable surface fitting, similar to modern semi-dense methods. This is a valuable attribute that feature-based odometry lacks. Experimental results show that the proposed method has similar drift than state of the art feature-based and direct methods, and is a simple algorithm that runs at realtime and can be parallelized. Finally, we have also developed an inertial aided version that successfully stabilizes an unmanned air vehicle in complex indoor environments using only a frontal camera, while running the complete solution in the embedded hardware on board the vehicle.