Local Quadrics Surface Approximation for Real-Time Tracking of Textureless 3D Rigid Curved Objects

Marina Atsumi Oikawa, Takafumi Taketomi, Goshiro Yamamoto, Makoto Fujisawa, Toshiyuki Amano, Jun Miyazaki, H. Kato
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引用次数: 6

Abstract

This paper addresses the problem of tracking textureless rigid curved objects. A common approach uses polygonal meshes to represent curved objects and use them inside an edge-based tracking system. However, in order to accurately recover their shape, high quality meshes are required, creating a trade-off between computational efficiency and tracking accuracy. To solve this issue, we suggest the use of quadrics for each patch in the mesh to give local approximations of the object shape. The novelty of our research lies in using curves that represent the quadrics projection in the current viewpoint for distance evaluation instead of using the standard method which compares edges from mesh and detected edges in the video image. This representation allows to considerably reduce the level of detail of the polygonal mesh and led us to the development of a novel method for evaluating the distance between projected and detected features. The experiments results show the comparison between our approach and the traditional method using sparse and dense meshes. They are presented using both synthetic and real image data.
无纹理三维刚体曲面实时跟踪的局部二次曲面逼近
本文研究了无纹理刚性曲面物体的跟踪问题。一种常见的方法是使用多边形网格来表示弯曲的物体,并在基于边缘的跟踪系统中使用它们。然而,为了准确地恢复它们的形状,需要高质量的网格,在计算效率和跟踪精度之间进行权衡。为了解决这个问题,我们建议对网格中的每个patch使用二次曲面来给出物体形状的局部近似。本研究的新颖之处在于使用当前视点中表示二次投影的曲线来进行距离评估,而不是使用比较网格边缘和视频图像中检测边缘的标准方法。这种表示可以大大降低多边形网格的细节水平,并使我们开发出一种评估投影和检测特征之间距离的新方法。实验结果表明,该方法与传统的稀疏网格和密集网格方法进行了比较。它们分别使用合成和真实图像数据来呈现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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