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Autores principales: Peng, Chensheng, Xu, Chenfeng, Wang, Yue, Ding, Mingyu, Yang, Heng, Tomizuka, Masayoshi, Keutzer, Kurt, Pavone, Marco, Zhan, Wei
Formato: Preprint
Publicado: 2024
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Acceso en línea:https://arxiv.org/abs/2403.08125
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author Peng, Chensheng
Xu, Chenfeng
Wang, Yue
Ding, Mingyu
Yang, Heng
Tomizuka, Masayoshi
Keutzer, Kurt
Pavone, Marco
Zhan, Wei
author_facet Peng, Chensheng
Xu, Chenfeng
Wang, Yue
Ding, Mingyu
Yang, Heng
Tomizuka, Masayoshi
Keutzer, Kurt
Pavone, Marco
Zhan, Wei
contents In this paper, we reimagine volumetric representations through the lens of quadrics. We posit that rigid scene components can be effectively decomposed into quadric surfaces. Leveraging this assumption, we reshape the volumetric representations with million of cubes by several quadric planes, which results in more accurate and efficient modeling of 3D scenes in SLAM contexts. First, we use the quadric assumption to rectify noisy depth estimations from RGB inputs. This step significantly improves depth estimation accuracy, and allows us to efficiently sample ray points around quadric planes instead of the entire volume space in previous NeRF-SLAM systems. Second, we introduce a novel quadric-decomposed transformer to aggregate information across quadrics. The quadric semantics are not only explicitly used for depth correction and scene decomposition, but also serve as an implicit supervision signal for the mapping network. Through rigorous experimental evaluation, our method exhibits superior performance over other approaches relying on estimated depth, and achieves comparable accuracy to methods utilizing ground truth depth on both synthetic and real-world datasets.
format Preprint
id arxiv_https___arxiv_org_abs_2403_08125
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Q-SLAM: Quadric Representations for Monocular SLAM
Peng, Chensheng
Xu, Chenfeng
Wang, Yue
Ding, Mingyu
Yang, Heng
Tomizuka, Masayoshi
Keutzer, Kurt
Pavone, Marco
Zhan, Wei
Computer Vision and Pattern Recognition
In this paper, we reimagine volumetric representations through the lens of quadrics. We posit that rigid scene components can be effectively decomposed into quadric surfaces. Leveraging this assumption, we reshape the volumetric representations with million of cubes by several quadric planes, which results in more accurate and efficient modeling of 3D scenes in SLAM contexts. First, we use the quadric assumption to rectify noisy depth estimations from RGB inputs. This step significantly improves depth estimation accuracy, and allows us to efficiently sample ray points around quadric planes instead of the entire volume space in previous NeRF-SLAM systems. Second, we introduce a novel quadric-decomposed transformer to aggregate information across quadrics. The quadric semantics are not only explicitly used for depth correction and scene decomposition, but also serve as an implicit supervision signal for the mapping network. Through rigorous experimental evaluation, our method exhibits superior performance over other approaches relying on estimated depth, and achieves comparable accuracy to methods utilizing ground truth depth on both synthetic and real-world datasets.
title Q-SLAM: Quadric Representations for Monocular SLAM
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2403.08125