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We propose a reduced algebraic cost based on pairwise epipolar constraints for the iterative refinement of a multiple view 3D reconstruction. The aim is to accelerate the intermediate steps required when incrementally building a reconstruction from scratch. |
| A. L. Rodriguez | alrl1@um.es | DITEC, Universidad de Murcia |
| P E. Lopez-de-Teruel | pedroe@um.es | DITEC, Universidad de Murcia |
| A. Ruiz | aruiz@um.es | DIS, Universidad de Murcia |
GEA Optimization for Live Structureless Motion Estimation. First International Workshop on Live Dense Reconstruction from Moving Cameras. In Proc. of ICCV 2011. Extended abstract and poster.
Reduced epipolar cost for accelerated incremental SfM. In Proc. of CVPR 2011. Paper and poster.
Data-sets in laSBA example application format. The following data-sets are well known and can be also obtained from different sources at the Internet: maquette, dinosaur and corridor
The following data-sets were obtained using a SfM tracking application capable of detecting loop-closings. These reconstructions feature moderate and large dead-reckoning errors, so you can use them to test GEA and sSBA loop-closing correction capacity: boxes-8 (original video is boxes-8.avi), boxes-xl (original video is boxes-xl.avi) and desktop-long (original video is desktop-long.avi)
A C++ GEA implementation can be found at the QVision library. A test example application is also included. It can be used to compare the reprojection error, performance time and the reconstruction obtained with GEA, using the algorithm proposed at the LDRMC workshop.
If you have the ROS framework installed, and the QVision configured to link against it, you can also compare results and performance obtained with GEA and sSBA. You can find more information of the QVision functionality for GEA at the API documentation, and information about the test application here.
An alternative GEA implementation for Haskell is included in the set of computer vision packages easyVision. You can find it at the directory projects/gea inside the source code.