Dense and accurate 3-D mapping from a monocular sequence is a key technology for several applications and still an open research area. This letter leverages recent results on single-view convolutional network (CNN)-based depth estimation and fuses them with multiview depth estimation. Both approaches present complementary strengths. Multiview depth is highly accurate but only in high-texture areas and high-parallax cases. Single-view depth captures the local structure of midlevel regions, including texture-less areas, but the estimated depth lacks global coherence. The single and multiview fusion we propose is challenging in several aspects. First, both depths are related by a deformation that depends on the image content. Second, the selection of multiview points of high accuracy might be difficult for low-parallax configurations. We present contributions for both problems. Our results in the public datasets of NYUv2 and TUM shows that our algorithm outperforms the individual single and multiview approaches. A video showing the key aspects of mapping in our single and multiview depth proposal is available at https: youtu.be ipc5HukTb4k.
 What primitives should we use to infer the rich 3D world behind an image? We argue that these primitives should be both visually discriminative and geometrically informative and we present a technique for discovering such primitives. We demonstrate the utility of our primitives by using them to infer 3D surface normals given a single image. Our technique substantially outperforms the state-of-the-art and shows improved cross-dataset performance. This paper is about dense depthmap estimation using a monocular camera in workspaces with extensive textureless surfaces. Current state of the art techniques have been shown to work in real time with an admirable performance in desktop-size environments. Unfortunately, as we show in this paper, when applied to larger indoor environments, performance often degrades. A common cause is the presence of large affine texture-less areas like by walls, floors, ceilings and drab objects such as chairs and tables. These produce noisy and worse still, grossly erroneous initial seeds for the depthmap that greatly impede successful optimisation. We solve this problem via the introduction of a new non-local higher-order regularisation term that enforces piecewise affine constraints between image pixels that are far apart in the image. This property leverages the observation that the depth at the edges of bland regions are often well estimated whereas their inner pixels are deeply problematic. A welcome by-product of our proposed technique is an estimate of the surface normals at each pixel. We will show that in terms of implementation, our algorithm is a natural extension of the often used variational approaches. We evaluate the proposed technique using real datasets for which we have ground truth models. In this paper, we consider the problem of recovering the spatial layout of indoor scenes from monocular images. The presence of clutter is a major problem for existing single-view 3D reconstruction algorithms, most of which rely on finding the ground-wall boundary. In most rooms, this boundary is partially or entirely occluded. We gain robustness to clutter by modeling the global room space with a parameteric 3D “box” and by iteratively localizing clutter and refitting the box. To fit the box, we introduce a structured learning algorithm that chooses the set of parameters to minimize error, based on global perspective cues. On a dataset of 308 images, we demonstrate the ability of our algorithm to recover spatial layout in cluttered rooms and show several examples of estimated free space. This paper presents a dense monocular mapping algorithm that improves the accuracy of the state-of-the-art variational and multiview stereo methods by incorporating scene priors into its formulation. Most of the improvement of our proposal is in low-textured image regions and for low-parallax camera motions; two typical failure cases of multiview mapping. The specific priors we model are the planarity of homogeneous color regions, the repeating geometric primitives of the scene--that can be learned from data--and the Manhattan structure of indoor rooms. We evaluate the performance of our method in our own sequences and in the publicly available NYU dataset, emphasizing its strengths and weaknesses in different cases.  In this paper we address the problem of dense depth map estimation from sparse noisy range data to reconstruct large heterogeneous outdoor scenes. We propose a surface inpainting solution through energy minimisation with an adaptive selection of surface regularisers among a set of well known convex and non-convex regularisers. In fact, the selection of norm is pivotal with respect to the intrinsic surface characteristics. Our goal is to show how dense interpolation of sparse range data can be leveraged of more exotic and non-convex regularisers such as the log and logTGV [1] which can better capture the scene geometry. In contrast to state of the art solutions, we do not restrict ourselves to this set of norms, instead we search for the most apt norm for each semantically segmented part of the scene. Our energy model selection use Bayesian optimisation to learn the best choice of free parameters. This results in an adaptive model selection and the generalisation of well studied regularisation norms. We conclude with a detailed experimental analysis of our approach using a basis of four norms over a set of challenging outdoor scenes.