camera position
Fast Encoder-Based 3D from Casual Videos via Point Track Processing
This paper addresses the long-standing challenge of reconstructing 3D structures from videos with dynamic content. Current approaches to this problem were not designed to operate on casual videos recorded by standard cameras or require a long optimization time. Aiming to significantly improve the efficiency of previous approaches, we present TracksTo4D, a learning-based approach that enables inferring 3D structure and camera positions from dynamic content originating from casual videos using a single efficient feed-forward pass. To achieve this, we propose operating directly over 2D point tracks as input and designing an architecture tailored for processing 2D point tracks. Our proposed architecture is designed with two key principles in mind: (1) it takes into account the inherent symmetries present in the input point tracks data, and (2) it assumes that the movement patterns can be effectively represented using a low-rank approximation. TracksTo4D is trained in an unsupervised way on a dataset of casual videos utilizing only the 2D point tracks extracted from the videos, without any 3D supervision. Our experiments show that TracksTo4D can reconstruct a temporal point cloud and camera positions of the underlying video with accuracy comparable to state-of-the-art methods, while drastically reducing runtime by up to 95\%.
Neural 3D Object Reconstruction with Small-Scale Unmanned Aerial Vehicles
Veres-Vitàlyos, Àlmos, Gomez-Raya, Genis Castillo, Lemic, Filip, Bugelnig, Daniel Johannes, Rinner, Bernhard, Abadal, Sergi, Costa-Pérez, Xavier
Small Unmanned Aerial Vehicles (UAVs) exhibit immense potential for navigating indoor and hard-to-reach areas, yet their significant constraints in payload and autonomy have largely prevented their use for complex tasks like high-quality 3-Dimensional (3D) reconstruction. To overcome this challenge, we introduce a novel system architecture that enables fully autonomous, high-fidelity 3D scanning of static objects using UAVs weighing under 100 grams. Our core innovation lies in a dual-reconstruction pipeline that creates a real-time feedback loop between data capture and flight control. A near-real-time (near-RT) process uses Structure from Motion (SfM) to generate an instantaneous pointcloud of the object. The system analyzes the model quality on the fly and dynamically adapts the UAV's trajectory to intelligently capture new images of poorly covered areas. This ensures comprehensive data acquisition. For the final, detailed output, a non-real-time (non-RT) pipeline employs a Neural Radiance Fields (NeRF)-based Neural 3D Reconstruction (N3DR) approach, fusing SfM-derived camera poses with precise Ultra Wide-Band (UWB) location data to achieve superior accuracy. We implemented and validated this architecture using Crazyflie 2.1 UAVs. Our experiments, conducted in both single- and multi-UAV configurations, conclusively show that dynamic trajectory adaptation consistently improves reconstruction quality over static flight paths. This work demonstrates a scalable and autonomous solution that unlocks the potential of miniaturized UAVs for fine-grained 3D reconstruction in constrained environments, a capability previously limited to much larger platforms.
TexTailor: Customized Text-aligned Texturing via Effective Resampling
We present TexTailor, a novel method for generating consistent object textures from textual descriptions. Existing text-to-texture synthesis approaches utilize depth-aware diffusion models to progressively generate images and synthesize textures across predefined multiple viewpoints. However, these approaches lead to a gradual shift in texture properties across viewpoints due to (1) insufficient integration of previously synthesized textures at each viewpoint during the diffusion process and (2) the autoregressive nature of the texture synthesis process. Moreover, the predefined selection of camera positions, which does not account for the object's geometry, limits the effective use of texture information synthesized from different viewpoints, ultimately degrading overall texture consistency. In TexTailor, we address these issues by (1) applying a resampling scheme that repeatedly integrates information from previously synthesized textures within the diffusion process, and (2) fine-tuning a depth-aware diffusion model on these resampled textures. During this process, we observed that using only a few training images restricts the model's original ability to generate high-fidelity images aligned with the conditioning, and therefore propose an performance preservation loss to mitigate this issue. Additionally, we improve the synthesis of view-consistent textures by adaptively adjusting camera positions based on the object's geometry. Experiments on a subset of the Objaverse dataset and the ShapeNet car dataset demonstrate that TexTailor outperforms state-of-the-art methods in synthesizing view-consistent textures. The source code for TexTailor is available at https://github.com/Adios42/Textailor
Fast Encoder-Based 3D from Casual Videos via Point Track Processing
This paper addresses the long-standing challenge of reconstructing 3D structures from videos with dynamic content. Current approaches to this problem were not designed to operate on casual videos recorded by standard cameras or require a long optimization time. Aiming to significantly improve the efficiency of previous approaches, we present TracksTo4D, a learning-based approach that enables inferring 3D structure and camera positions from dynamic content originating from casual videos using a single efficient feed-forward pass. To achieve this, we propose operating directly over 2D point tracks as input and designing an architecture tailored for processing 2D point tracks. Our proposed architecture is designed with two key principles in mind: (1) it takes into account the inherent symmetries present in the input point tracks data, and (2) it assumes that the movement patterns can be effectively represented using a low-rank approximation.
Learning more with the same effort: how randomization improves the robustness of a robotic deep reinforcement learning agent
Güitta-López, Lucía, Boal, Jaime, López-López, Álvaro J.
The industrial application of Deep Reinforcement Learning (DRL) is frequently slowed down because of the inability to generate the experience required to train the models. Collecting data often involves considerable time and economic effort that is unaffordable in most cases. Fortunately, devices like robots can be trained with synthetic experience thanks to virtual environments. With this approach, the sample efficiency problems of artificial agents are mitigated, but another issue arises: the need for efficiently transferring the synthetic experience into the real world (sim-to-real). This paper analyzes the robustness of a state-of-the-art sim-to-real technique known as progressive neural networks (PNNs) and studies how adding diversity to the synthetic experience can complement it. To better understand the drivers that lead to a lack of robustness, the robotic agent is still tested in a virtual environment to ensure total control on the divergence between the simulated and real models. The results show that a PNN-like agent exhibits a substantial decrease in its robustness at the beginning of the real training phase. Randomizing certain variables during simulation-based training significantly mitigates this issue. On average, the increase in the model's accuracy is around 25% when diversity is introduced in the training process. This improvement can be translated into a decrease in the required real experience for the same final robustness performance. Notwithstanding, adding real experience to agents should still be beneficial regardless of the quality of the virtual experience fed into the agent.
The One RING: a Robotic Indoor Navigation Generalist
Eftekhar, Ainaz, Weihs, Luca, Hendrix, Rose, Caglar, Ege, Salvador, Jordi, Herrasti, Alvaro, Han, Winson, VanderBil, Eli, Kembhavi, Aniruddha, Farhadi, Ali, Krishna, Ranjay, Ehsani, Kiana, Zeng, Kuo-Hao
Modern robots vary significantly in shape, size, and sensor configurations used to perceive and interact with their environments. However, most navigation policies are embodiment-specific; a policy learned using one robot's configuration does not typically gracefully generalize to another. Even small changes in the body size or camera viewpoint may cause failures. With the recent surge in custom hardware developments, it is necessary to learn a single policy that can be transferred to other embodiments, eliminating the need to (re)train for each specific robot. In this paper, we introduce RING (Robotic Indoor Navigation Generalist), an embodiment-agnostic policy, trained solely in simulation with diverse randomly initialized embodiments at scale. Specifically, we augment the AI2-THOR simulator with the ability to instantiate robot embodiments with controllable configurations, varying across body size, rotation pivot point, and camera configurations. In the visual object-goal navigation task, RING achieves robust performance on real unseen robot platforms (Stretch RE-1, LoCoBot, Unitree's Go1), achieving an average of 72.1% and 78.9% success rate across 5 embodiments in simulation and 4 robot platforms in the real world. (project website: https://one-ring-policy.allen.ai/)
Boundary Exploration of Next Best View Policy in 3D Robotic Scanning
The Next Best View (NBV) problem is a pivotal challenge in 3D robotic scanning, with the potential to greatly improve the efficiency of object capture and reconstruction. Current methods for determining the NBV often overlook view overlaps, assume a virtual origin point for the camera's focus, and rely on voxel representations of 3D data. To address these issues and improve the practicality of scanning unknown objects, we propose an NBV policy in which the next view explores the boundary of the scanned point cloud, and the overlap is intrinsically considered. The scanning distance or camera working distance is adjustable and flexible. To this end, a model-based approach is proposed where the next sensor positions are searched iteratively based on a reference model. A score is calculated by considering the overlaps between newly scanned and existing data, as well as the final convergence. Additionally, following the boundary exploration idea, a deep learning network, Boundary Exploration NBV network (BENBV-Net), is designed and proposed, which can be used to predict the NBV directly from the scanned data without requiring the reference model. It predicts the scores for given boundaries, and the boundary with the highest score is selected as the target point of the next best view. BENBV-Net improves the speed of NBV generation while maintaining the performance of the model-based approach. Our proposed methods are evaluated and compared with existing approaches on the ShapeNet, ModelNet, and 3D Repository datasets. Experimental results demonstrate that our approach outperforms others in terms of scanning efficiency and overlap, both of which are crucial for practical 3D scanning applications. The related code is released at \url{github.com/leihui6/BENBV}.
Analyzing the impact of semantic LoD3 building models on image-based vehicle localization
Bieringer, Antonia, Wysocki, Olaf, Tuttas, Sebastian, Hoegner, Ludwig, Holst, Christoph
Numerous navigation applications rely on data from global navigation satellite systems (GNSS), even though their accuracy is compromised in urban areas, posing a significant challenge, particularly for precise autonomous car localization. Extensive research has focused on enhancing localization accuracy by integrating various sensor types to address this issue. This paper introduces a novel approach for car localization, leveraging image features that correspond with highly detailed semantic 3D building models. The core concept involves augmenting positioning accuracy by incorporating prior geometric and semantic knowledge into calculations. The work assesses outcomes using Level of Detail 2 (LoD2) and Level of Detail 3 (LoD3) models, analyzing whether facade-enriched models yield superior accuracy. This comprehensive analysis encompasses diverse methods, including off-the-shelf feature matching and deep learning, facilitating thorough discussion. Our experiments corroborate that LoD3 enables detecting up to 69\% more features than using LoD2 models. We believe that this study will contribute to the research of enhancing positioning accuracy in GNSS-denied urban canyons. It also shows a practical application of under-explored LoD3 building models on map-based car positioning.
What's Wrong with the Absolute Trajectory Error?
Lee, Seong Hun, Civera, Javier
One of the limitations of the commonly used Absolute Trajectory Error (ATE) is that it is highly sensitive to outliers. As a result, in the presence of just a few outliers, it often fails to reflect the varying accuracy as the inlier trajectory error or the number of outliers varies. In this work, we propose an alternative error metric for evaluating the accuracy of the reconstructed camera trajectory. Our metric, named Discernible Trajectory Error (DTE), is computed in five steps: (1) Shift the ground-truth and estimated trajectories such that both of their geometric medians are located at the origin. (2) Rotate the estimated trajectory such that it minimizes the sum of geodesic distances between the corresponding camera orientations. (3) Scale the estimated trajectory such that the median distance of the cameras to their geometric median is the same as that of the ground truth. (4) Compute, winsorize and normalize the distances between the corresponding cameras. (5) Obtain the DTE by taking the average of the mean and the root-mean-square (RMS) of the resulting distances. This metric is an attractive alternative to the ATE, in that it is capable of discerning the varying trajectory accuracy as the inlier trajectory error or the number of outliers varies. Using the similar idea, we also propose a novel rotation error metric, named Discernible Rotation Error (DRE), which has similar advantages to the DTE. Furthermore, we propose a simple yet effective method for calibrating the camera-to-marker rotation, which is needed for the computation of our metrics. Our methods are verified through extensive simulations.
HashCC: Lightweight Method to Improve the Quality of the Camera-less NeRF Scene Generation
Neural Radiance Fields has become a prominent method of scene generation via view synthesis. A critical requirement for the original algorithm to learn meaningful scene representation is camera pose information for each image in a data set. Current approaches try to circumnavigate this assumption with moderate success, by learning approximate camera positions alongside learning neural representations of a scene. This requires complicated camera models, causing a long and complicated training process, or results in a lack of texture and sharp details in rendered scenes. In this work we introduce Hash Color Correction (HashCC) -- a lightweight method for improving Neural Radiance Fields rendered image quality, applicable also in situations where camera positions for a given set of images are unknown.