Mauricio Hess-Flores
University of California, Davis
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Publication
Featured researches published by Mauricio Hess-Flores.
international symposium on visual computing | 2009
Daniel Knoblauch; Mauricio Hess-Flores; Mark A. Duchaineau; Falko Kuester
A correspondence and camera error analysis for dense correspondence applications such as structure from motion is introduced. This provides error introspection, opening up the possibility of adaptively and progressively applying more expensive correspondence and camera parameter estimation methods to reduce these errors. The presented algorithm evaluates the given correspondences and camera parameters based on an error generated through simple triangulation. This triangulation is based on the given dense, non-epipolar constraint, correspondences and estimated camera parameters. This provides an error map without requiring any information about the perfect solution or making assumptions about the scene. The resulting error is a combination of correspondence and camera parameter errors. An simple, fast low/high pass filter error factorization is introduced, allowing for the separation of correspondence error and camera error. Further analysis of the resulting error maps is applied to allow efficient iterative improvement of correspondences and cameras.
workshop on applications of computer vision | 2013
Shawn Recker; Mauricio Hess-Flores; Kenneth I. Joy
This paper presents a framework for N-view triangulation of scene points, which improves processing time and final reprojection error with respect to standard methods, such as linear triangulation. The framework introduces an angular error-based cost function, which is robust to outliers and inexpensive to compute, and designed such that simple adaptive gradient descent can be applied for convergence. Our method also presents a statistical sampling component based on confidence levels, that reduces the number of rays to be used for triangulation of a given feature track. It is shown how the statistical component yields a meaningful yet much reduced set of representative rays for triangulation, and how the application of the cost function on the reduced sample can efficiently yield faster and more accurate solutions. Results are demonstrated on real and synthetic data, where it is proven to significantly increase the speed of triangulation and optimize reprojection error in most cases. This makes it especially attractive for efficient triangulation of large scenes given the speed and low memory requirements.
pacific-rim symposium on image and video technology | 2011
Mauricio Hess-Flores; Daniel Knoblauch; Mark A. Duchaineau; Kenneth I. Joy; Falko Kuester
An algorithm that shows how ray divergence in multi-view stereo scene reconstruction can be used towards improving bundle adjustment weighting and conditioning is presented. Starting with a set of feature tracks, ray divergence when attempting to compute scene structure for each track is first obtained. Assuming accurate feature matching, ray divergence reveals mainly camera parameter estimation inaccuracies. Due to its smooth variation across neighboring feature tracks, from its histogram a set of weights can be computed that can be used in bundle adjustment to improve its convergence properties. It is proven that this novel weighting scheme results in lower reprojection errors and faster processing times than others such as image feature covariances, making it very suitable in general for applications involving multi-view pose and structure estimation.
vision modeling and visualization | 2012
Shawn Recker; Mauricio Hess-Flores; Mark A. Duchaineau; Kenneth I. Joy
This paper presents a novel, interactive visualization tool that allows for the analysis of scene structure uncertainty and its sensitivity to parameters in different multi-view scene reconstruction stages. Given a set of input cameras and feature tracks, the volume rendering-based approach first creates a scalar field from angular error measurements. The obtained statistical, visual, and isosurface information provides insight into the sensitivity of scene structure at the stages leading up to structure computation, such as frame decimation, feature tracking, and self-calibration. Furthermore, user interaction allows for such an analysis in ways that have traditionally been achieved mathematically, without any visual aid. Results are shown for different types of camera configurations, where it is discussed for example how over-decimation can be detected using the proposed technique, and how feature tracking inaccuracies have a stronger impact on scene structure than the camera’s intrinsic parameters.
international symposium on visual computing | 2011
Daniel Knoblauch; Mauricio Hess-Flores; Mark A. Duchaineau; Kenneth I. Joy; Falko Kuester
This paper introduces a non-parametric sequential frame decimation algorithm for image sequences in low-memory streaming environments. Frame decimation reduces the number of input frames to increase pose and structure robustness in Structure and Motion (SaM) applications. The main contribution of this paper is the introduction of a sequential low-memory work-flow for frame decimation in embedded systems where memory and memory traffic come at a premium. This approach acts as an online preprocessing filter by removing frames that are ill-posed for reconstruction before streaming. The introduced sequential approach reduces the number of needed frames in memory to three in contrast to global frame decimation approaches that use at least ten frames in memory and is therefore suitable for low-memory streaming environments. This is moreover important in emerging systems with large format cameras which acquire data over several hours and therefore render global approaches impossible. In this paper a new decimation metric is designed which facilitates sequential keyframe extraction fit for reconstruction purposes, based on factors such as a correspondence-to-feature ratio and residual error relationships between epipolar geometry and homography estimation. The specific design of the error metric allows a local sequential decimation metric evaluation and can therefore be used on the fly. The approach has been tested with various types of input sequences and results in reliable low-memory frame decimation robust to different frame sampling frequencies and independent of any thresholds, scene assumptions or global frame analysis.
international conference on pattern recognition | 2014
Mauricio Hess-Flores; Shawn Recker; Kenneth I. Joy
A comprehensive uncertainty, baseline, and noise analysis in computing 3D points using a recent L1-based triangulation algorithm is presented. This method is shown to be not only faster and more accurate than its main competitor, linear triangulation, but also more stable under noise and baseline changes. A Monte Carlo analysis of covariance and a confidence ellipsoid analysis were performed over a large range of baselines and noise levels for different camera configurations, to compare performance between angular error-based and linear triangulation. Furthermore, the effect of baseline and noise was analyzed for true multi-view triangulation versus pair wise stereo fusion. Results on real and synthetic data show that L1 angular error-based triangulation has a positive effect on confidence ellipsoids, lowers covariance values and results in more-accurate pair wise and multi-view triangulation, for varying numbers of cameras and configurations.
asian conference on computer vision | 2012
Mauricio Hess-Flores; Mark A. Duchaineau; Kenneth I. Joy
This paper presents a novel method for multi-view sequential scene reconstruction scenarios such as in aerial video, that exploits the constraints imposed by the path of a moving camera to allow for a new way of detecting and correcting inaccuracies in the feature tracking and structure computation processes. The main contribution of this paper is to show that for short, planar segments of a continuous camera trajectory, parallax movement corresponding to a viewed scene point should ideally form a scaled and translated version of this trajectory when projected onto a parallel plane. This creates two constraints, which differ from those of standard factorization, that allow for the detection and correction of inaccurate feature tracks and to improve scene structure. Results are shown for real and synthetic aerial video and turntable sequences, where the proposed method was shown to correct outlier tracks, detect and correct tracking drift, and allow for a novel improvement of scene structure, additionally resulting in an improved convergence for bundle adjustment optimization.
applied imagery pattern recognition workshop | 2014
Shawn Recker; Christiaan P. Gribble; Mikhail M. Shashkov; Mario Yepez; Mauricio Hess-Flores; Kenneth I. Joy
Structure-from-Motion (SfM) applications attempt to reconstruct the three-dimensional (3D) geometry of an underlying scene from a collection of images, taken from various camera viewpoints. Traditional optimization techniques in SfM, which compute and refine camera poses and 3D structure, rely only on feature tracks, or sets of corresponding pixels, generated from color (RGB) images. With the abundance of reliable depth sensor information, these optimization procedures can be augmented to increase the accuracy of reconstruction. This paper presents a general cost function, which evaluates the quality of a reconstruction based upon a previously established angular cost function and depth data estimates. The cost function takes into account two error measures: first, the angular error between each computed 3D scene point and its corresponding feature track location, and second, the difference between the sensor depth value and its computed estimate. A bundle adjustment parameter optimization is implemented using the proposed cost function and evaluated for accuracy and performance. As opposed to traditional bundle adjustment, in the event of feature tracking errors, a corrective routine is also present to detect and correct inaccurate feature tracks. The filtering algorithm involves clustering depth estimates of the same scene point and observing the difference between the depth point estimates and the triangulated 3D point. Results on both real and synthetic data are presented and show that reconstruction accuracy is improved.
workshop on applications of computer vision | 2014
Jason Mak; Mauricio Hess-Flores; Shawn Recker; John D. Owens; Kenneth I. Joy
This paper presents a framework for GPU-accelerated N-view triangulation in multi-view reconstruction that improves processing time and final reprojection error with respect to methods in the literature. The framework uses an algorithm based on optimizing an angular error-based L1 cost function and it is shown how adaptive gradient descent can be applied for convergence. The triangulation algorithm is mapped onto the GPU and two approaches for parallelization are compared: one thread per track and one thread block per track. The better performing approach depends on the number of tracks and the lengths of the tracks in the dataset. Furthermore, the algorithm uses statistical sampling based on confidence levels to successfully reduce the quantity of feature track positions needed to triangulate an entire track. Sampling aids in load balancing for the GPUs SIMD architecture and for exploiting the GPUs memory hierarchy. When compared to a serial implementation, a typical performance increase of 3-4× can be achieved on a 4-core CPU. On a GPU, large track numbers are favorable and an increase of up to 40× can be achieved. Results on real and synthetic data prove that reprojection errors are similar to the best performing current triangulation methods but costing only a fraction of the computation time, allowing for efficient and accurate triangulation of large scenes.
computer games | 2014
Mikhail M. Shashkov; Connie S. Nguyen; Mario Yepez; Mauricio Hess-Flores; Kenneth I. Joy
In recent years, the computational power and graphics capabilities of our computers and gaming consoles has advanced to the point that we can render photo-realistic realworld environments in real-time. This capability has been utilized to make immersive games, serious games, and simulations. While computers and consoles are affordable for the consumer, the technology used to scan environments can be too expensive or time-consuming for most developers. In this paper, we seek to find a viable low-cost alternative to these expensive technologies by analyzing the efficacy of cheap hardware (Kinect and personal cameras), computer vision algorithms (KinectFusion and structure-from-motion), and post-processing tools (MeshLab) in the context of a popular free game engine, Unity. Our results demonstrate workflows that are viable for the needs of many developers.