Applications like disaster management and industrial inspection often require experts to enter contaminated places. To circumvent the need for physical presence, it is desirable to generate a fully immersive individual live teleoperation experience. However, standard video-based approaches suffer from a limited degree of immersion and situation awareness due to the restriction to the camera view, which impacts the navigation. In this paper, we present a novel VR-based practical system for immersive robot teleoperation and scene exploration. While being operated through the scene, a robot captures RGB-D data that is streamed to a SLAM-based live multiclient telepresence system. Here, a global 3D model of the already captured scene parts is reconstructed and streamed to the individual remote user clients where the rendering for e.g. head-mounted display devices (HMDs) is performed. We introduce a novel lightweight robot client component which transmits robot-specific data and enables a quick integration into existing robotic systems. This way, in contrast to first- person exploration systems, the operators can explore and navigate in the remote site completely independent of the current position and view of the capturing robot, complementing traditional input devices for teleoperation. We provide a proof-of-concept implementation and demonstrate the capabilities as well as the performance of our system regarding interactive object measurements and bandwidth-efficient data streaming and visualization. Furthermore, we show its benefits over purely video-based teleoperation in a user study revealing a higher degree of situation awareness and a more precise navigation in challenging environments.
18 February 2019 in IEEE Transactions on Visualization and Computer Graphics
Real-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VR/AR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaboration. Here, we introduce what we believe is the first practical client-server system for real-time capture and many-user exploration of static 3D scenes. Our system is based on the observation that interactive frame rates are sufficient for capturing and reconstruction, and real-time performance is only required on the client site to achieve lag-free view updates when rendering the 3D model. Starting from this insight, we extend previous voxel block hashing frameworks by introducing a novel thread-safe GPU hash map data structure that is robust under massively concurrent retrieval, insertion and removal of entries on a thread level. We further propose a novel transmission scheme for volume data that is specifically targeted to Marching Cubes geometry reconstruction and enables a 90% reduction in bandwidth between server and exploration clients. The resulting system poses very moderate requirements on network bandwidth, latency and client-side computation, which enables it to rely entirely on consumer-grade hardware, including mobile devices. We demonstrate that our technique achieves state-of-the-art representation accuracy while providing, for any number of clients, an immersive and fluid lag-free viewing experience even during network outages.
In this paper, we present a novel framework for detecting individual trees in densely sampled 3D point cloud data acquired in urban areas. Given a 3D point cloud, the objective is to assign point-wise labels that are both class-aware and instance-aware, a task that is known as instance-level segmentation. To achieve this, our framework addresses two successive steps. The first step of our framework is given by the use of geometric features for a binary point-wise semantic classification with the objective of assigning semantic class labels to irregularly distributed 3D points, whereby the labels are defined as “tree points” and “other points”. The second step of our framework is given by a semantic segmentation with the objective of separating individual trees within the “tree points”. This is achieved by applying an efficient adaptation of the mean shift algorithm and a subsequent segment-based shape analysis relying on semantic rules to only retain plausible tree segments. We demonstrate the performance of our framework on a publicly available benchmark dataset, which has been acquired with a mobile mapping system in the city of Delft in the Netherlands. This dataset contains M labeled 3D points among which % are labeled as “tree points”. The derived results clearly reveal a semantic classification of high accuracy (up to %) and an instance-level segmentation of high plausibility, while the simplicity, applicability and efficiency of the involved methods even allow applying the complete framework on a standard laptop computer with a reasonable processing time (less than h).
Physically plausible fluid simulations play an important role in modern computer graphics and engineering. However, in order to achieve real-time performance, computational speed needs to be traded-off with physical accuracy. Surrogate fluid models based on neural networks (NN) have the potential to achieve both fast fluid simulations and high physical accuracy. However, these approaches rely on massive amounts of training data, require complex pipelines for training and inference, or do not generalize to new fluid domains. In this work, we present significant extensions to a recently proposed deep learning framework, which addresses the aforementioned challenges in two dimensions (2D). We go from 2D to three dimensions (3D) and propose an efficient architecture to cope with the high demands of 3D grids in terms of memory and computational complexity. Furthermore, we condition the neural fluid model on additional information about the fluid's viscosity and density, which allows for simulating laminar as well as turbulent flows based on the same surrogate model. Our method allows us to train fluid models without requiring fluid simulation data beforehand. Inference is fast and simple, as the fluid model directly maps a fluid state and boundary conditions at a moment t to a subsequent fluid state at t + dt. We obtain real-time fluid simulations on a 128 × 64 × 64 grid that include various fluid phenomena such as the Magnus effect or Kármán vortex streets and generalize to domain geometries not considered during training. Our method indicates strong improvements in terms of accuracy, speed, and generalization capabilities over current 3D NN-based fluid models.
30 May 2017 in ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences
Keywords: 3D, Point Cloud, Feature Extraction, Classification, Feature Relevance Assessment In this paper, we focus on the automatic interpretation of 3D point cloud data in terms of associating a class label to each 3D point. While much effort has recently been spent on this research topic, little attention has been paid to the influencing factors that affect the quality of the derived classification results. For this reason, we investigate fundamental influencing factors making geometric features more or less relevant with respect to the classification task. We present a framework which consists of five components addressing point sampling, neighborhood recovery, feature extraction, classification and feature relevance assessment. To analyze the impact of the main influencing factors which are represented by the given point sampling and the selected neighborhood type, we present the results derived with different configurations of our framework for a commonly used benchmark dataset for which a reference labeling with respect to three structural classes (linear structures, planar structures and volumetric structures) as well as a reference labeling with respect to five semantic classes (Wire, Pole/Trunk, Façade, Ground and Vegetation) is available.