Vincent Pierlot
University of Liège
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Publication
Featured researches published by Vincent Pierlot.
IEEE Transactions on Robotics | 2014
Vincent Pierlot; Marc Van Droogenbroeck
Positioning is a fundamental issue in mobile robot applications, and it can be achieved in multiple ways. Among these methods, triangulation based on angle measurements is widely used, robust, accurate, and flexible. This paper presents BeAMS, which is a new active beacon-based angle measurement system used for mobile robot positioning. BeAMS introduces several major innovations. One innovation is the use of a unique unsynchronized channel with on-off keying modulated infrared signals to measure angles and to identify the beacons. We also introduce a new mechanism to measure angles: Our system detects a beacon when it enters and leaves an angular window. We show that the estimator resulting from the center of this angular window provides an unbiased estimate of the beacon angle. A theoretical framework for a thorough performance analysis of BeAMS is provided. We establish the upper bound of the variance and validate this bound through experiments and simulations; the overall error measure of BeAMS is lower than 0.24° for an acquisition rate of 10 Hz. In conclusion, BeAMS is a low-power, flexible, and robust solution for angle measurement and a reliable component for robot positioning.
international conference on d imaging | 2012
Sébastien Pierard; Vincent Pierlot; Antoine Lejeune; Marc Van Droogenbroeck
This paper presents a non-intrusive system that gives the illusion of a 3D immersive and interactive environment with 2D projectors. The user does not need to wear glasses, nor to watch a (limited) screen. The virtual world is all around him, drawn on the floor. As the user is himself immersed in the virtual world, there is no need for a proxy like an avatar; he can move inside the virtual environment freely. Moreover, the I-see-3D system allows a user to manipulate virtual objects with his own body, making interactions with the virtual world very intuitive. Giving the illusion of 3D requires to render images in such a way that the deformation of the image projected on the floor is taken into account, as well as the position of the users “eye” in its virtual world. The resulting projection is neither perspective nor orthographic. Nevertheless, we describe how this can be implemented with the standard OpenGL pipeline, without any shader. Our experiments demonstrate that our system is effective in giving the illusion of 3D. Videos showing the results obtained with our I-see-3D system are available on our website http://www.ulg.ac.be/telecom/projector.
international conference on research and education in robotics | 2011
Vincent Pierlot; Maxime Urbin-Choffray; Marc Van Droogenbroeck
Positioning is a fundamental issue in mobile robot applications that can be achieved in multiple ways. Among these methods, triangulation is a proven technique. As it exists for a long time, many variants of triangulation have been proposed. Which variant is most appropriate depends on the application because some methods ignore the beacon ordering while other have blind spots. Some methods are reliable but at a price of increasing complexity or special cases study. In this paper, we present a simple and new three object triangulation algorithm. Our algorithm works in the whole plane (except when the beacons and the robot are concyclic or colinear), and for any beacon ordering. Moreover, it does not need special cases study and has a strong geometrical meaning. Benchmarks show that our algorithm is faster than existing and comparable algorithms. Finally, a quality measure is intrinsically derived for the triangulation result in the whole plane, which can be used to identify the pathological cases, or as a validation gate in Kalman filters.
3dtv-conference: the true vision - capture, transmission and display of 3d video | 2010
Sébastien Pierard; Vincent Pierlot; Olivier Barnich; Marc Van Droogenbroeck; Jacques Verly
Interactivity is one of the key challenges for immersive applications like gaming. Manufacturers have been working towards interfaces that are driven by a device (e.g. a Wiimote) or interfaces that are controlled by a camera with a subsequent computer vision module. Both approaches have unique advantages, but they do not permit to localize users in the scene with an appropriate accuracy. Therefore, we propose to use both a range camera and accurate range sensors to enable the interpretation of movements. This paper describes a platform that uses a range camera to acquire the silhouettes of users, regardless of illumination, and to improve the pose recovery with range information after some image processing steps. In addition, to circumvent the difficult process of calibration required to map range values to physical distances, we complete the system with several range laser sensors. These sensors are located in a horizontal plane, and measure distances up to a few centimeters. We combine all these measurements to obtain a localization map, used to locate users in the scene at a negligible computational cost. Our method fills a gap in 3D applications that require absolute positions.
EURASIP Journal on Advances in Signal Processing | 2009
Vincent Pierlot; Marc Van Droogenbroeck
european signal processing conference | 2011
Vincent Pierlot; M. Van Droogenbroeck
Archive | 2013
Vincent Pierlot; Marc Van Droogenbroeck
Archive | 2013
Vincent Pierlot
Archive | 2010
Vincent Pierlot; Pierre Tassin; Marc Van Droogenbroeck
Archive | 2010
Vincent Pierlot; Philippe Tassin; Marc Van Droogenbroeck