Real-time 3D scene description using Spheres, Cones and Cylinders

The paper describes a novel real-time algorithm for finding 3D geometric primitives (cylinders, cones and spheres) from 3D range data. In its core, it performs a fast model fitting with a model update in constant time (O(1)) for each new data point added to the model. We use a three stage approach.T...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Georgiev, Kristiyan, Al-Hami, Motaz, Lakaemper, Rolf
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page
container_title
container_volume
creator Georgiev, Kristiyan
Al-Hami, Motaz
Lakaemper, Rolf
description The paper describes a novel real-time algorithm for finding 3D geometric primitives (cylinders, cones and spheres) from 3D range data. In its core, it performs a fast model fitting with a model update in constant time (O(1)) for each new data point added to the model. We use a three stage approach.The first step inspects 1.5D sub spaces, to find ellipses. The next stage uses these ellipses as input by examining their neighborhood structure to form sets of candidates for the 3D geometric primitives. Finally, candidate ellipses are fitted to the geometric primitives. The complexity for point processing is O(n); additional time of lower order is needed for working on significantly smaller amount of mid-level objects. This allows the approach to process 30 frames per second on Kinect depth data, which suggests this approach as a pre-processing step for 3D real-time higher level tasks in robotics, like tracking or feature based mapping.
doi_str_mv 10.48550/arxiv.1603.03856
format Article
fullrecord <record><control><sourceid>arxiv_GOX</sourceid><recordid>TN_cdi_arxiv_primary_1603_03856</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>1603_03856</sourcerecordid><originalsourceid>FETCH-LOGICAL-a676-e48df72d156ea3dd3e7711a72036bc035a0bad3aba53cc84300d36e8199cbe973</originalsourceid><addsrcrecordid>eNotz8tOwzAQQFFvWKCWD2CFP4AEuxM_sqzCU6qEBN1HE8-UWkrdyC5V-_eIwururnSEuNWqbrwx6gHzKR5rbRXUCryx12L5wThWh7hjCY-yBE4siUvIcTrEfZLfJaYv-TltOXO5l90-cZGYSHbnMSbiXObiaoNj4Zv_zsT6-WndvVar95e3brmq0DpbceNp4xakjWUEImDntEa3UGCHoMCgGpAABzQQgm9AKQLLXrdtGLh1MBN3f9uLoZ9y3GE-97-W_mKBH--nQ6U</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>Real-time 3D scene description using Spheres, Cones and Cylinders</title><source>arXiv.org</source><creator>Georgiev, Kristiyan ; Al-Hami, Motaz ; Lakaemper, Rolf</creator><creatorcontrib>Georgiev, Kristiyan ; Al-Hami, Motaz ; Lakaemper, Rolf</creatorcontrib><description>The paper describes a novel real-time algorithm for finding 3D geometric primitives (cylinders, cones and spheres) from 3D range data. In its core, it performs a fast model fitting with a model update in constant time (O(1)) for each new data point added to the model. We use a three stage approach.The first step inspects 1.5D sub spaces, to find ellipses. The next stage uses these ellipses as input by examining their neighborhood structure to form sets of candidates for the 3D geometric primitives. Finally, candidate ellipses are fitted to the geometric primitives. The complexity for point processing is O(n); additional time of lower order is needed for working on significantly smaller amount of mid-level objects. This allows the approach to process 30 frames per second on Kinect depth data, which suggests this approach as a pre-processing step for 3D real-time higher level tasks in robotics, like tracking or feature based mapping.</description><identifier>DOI: 10.48550/arxiv.1603.03856</identifier><language>eng</language><subject>Computer Science - Computer Vision and Pattern Recognition</subject><creationdate>2016-03</creationdate><rights>http://arxiv.org/licenses/nonexclusive-distrib/1.0</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>228,230,780,885</link.rule.ids><linktorsrc>$$Uhttps://arxiv.org/abs/1603.03856$$EView_record_in_Cornell_University$$FView_record_in_$$GCornell_University$$Hfree_for_read</linktorsrc><backlink>$$Uhttps://doi.org/10.48550/arXiv.1603.03856$$DView paper in arXiv$$Hfree_for_read</backlink></links><search><creatorcontrib>Georgiev, Kristiyan</creatorcontrib><creatorcontrib>Al-Hami, Motaz</creatorcontrib><creatorcontrib>Lakaemper, Rolf</creatorcontrib><title>Real-time 3D scene description using Spheres, Cones and Cylinders</title><description>The paper describes a novel real-time algorithm for finding 3D geometric primitives (cylinders, cones and spheres) from 3D range data. In its core, it performs a fast model fitting with a model update in constant time (O(1)) for each new data point added to the model. We use a three stage approach.The first step inspects 1.5D sub spaces, to find ellipses. The next stage uses these ellipses as input by examining their neighborhood structure to form sets of candidates for the 3D geometric primitives. Finally, candidate ellipses are fitted to the geometric primitives. The complexity for point processing is O(n); additional time of lower order is needed for working on significantly smaller amount of mid-level objects. This allows the approach to process 30 frames per second on Kinect depth data, which suggests this approach as a pre-processing step for 3D real-time higher level tasks in robotics, like tracking or feature based mapping.</description><subject>Computer Science - Computer Vision and Pattern Recognition</subject><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2016</creationdate><recordtype>article</recordtype><sourceid>GOX</sourceid><recordid>eNotz8tOwzAQQFFvWKCWD2CFP4AEuxM_sqzCU6qEBN1HE8-UWkrdyC5V-_eIwururnSEuNWqbrwx6gHzKR5rbRXUCryx12L5wThWh7hjCY-yBE4siUvIcTrEfZLfJaYv-TltOXO5l90-cZGYSHbnMSbiXObiaoNj4Zv_zsT6-WndvVar95e3brmq0DpbceNp4xakjWUEImDntEa3UGCHoMCgGpAABzQQgm9AKQLLXrdtGLh1MBN3f9uLoZ9y3GE-97-W_mKBH--nQ6U</recordid><startdate>20160311</startdate><enddate>20160311</enddate><creator>Georgiev, Kristiyan</creator><creator>Al-Hami, Motaz</creator><creator>Lakaemper, Rolf</creator><scope>AKY</scope><scope>GOX</scope></search><sort><creationdate>20160311</creationdate><title>Real-time 3D scene description using Spheres, Cones and Cylinders</title><author>Georgiev, Kristiyan ; Al-Hami, Motaz ; Lakaemper, Rolf</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a676-e48df72d156ea3dd3e7711a72036bc035a0bad3aba53cc84300d36e8199cbe973</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2016</creationdate><topic>Computer Science - Computer Vision and Pattern Recognition</topic><toplevel>online_resources</toplevel><creatorcontrib>Georgiev, Kristiyan</creatorcontrib><creatorcontrib>Al-Hami, Motaz</creatorcontrib><creatorcontrib>Lakaemper, Rolf</creatorcontrib><collection>arXiv Computer Science</collection><collection>arXiv.org</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Georgiev, Kristiyan</au><au>Al-Hami, Motaz</au><au>Lakaemper, Rolf</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Real-time 3D scene description using Spheres, Cones and Cylinders</atitle><date>2016-03-11</date><risdate>2016</risdate><abstract>The paper describes a novel real-time algorithm for finding 3D geometric primitives (cylinders, cones and spheres) from 3D range data. In its core, it performs a fast model fitting with a model update in constant time (O(1)) for each new data point added to the model. We use a three stage approach.The first step inspects 1.5D sub spaces, to find ellipses. The next stage uses these ellipses as input by examining their neighborhood structure to form sets of candidates for the 3D geometric primitives. Finally, candidate ellipses are fitted to the geometric primitives. The complexity for point processing is O(n); additional time of lower order is needed for working on significantly smaller amount of mid-level objects. This allows the approach to process 30 frames per second on Kinect depth data, which suggests this approach as a pre-processing step for 3D real-time higher level tasks in robotics, like tracking or feature based mapping.</abstract><doi>10.48550/arxiv.1603.03856</doi><oa>free_for_read</oa></addata></record>
fulltext fulltext_linktorsrc
identifier DOI: 10.48550/arxiv.1603.03856
ispartof
issn
language eng
recordid cdi_arxiv_primary_1603_03856
source arXiv.org
subjects Computer Science - Computer Vision and Pattern Recognition
title Real-time 3D scene description using Spheres, Cones and Cylinders
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-02T09%3A19%3A18IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-arxiv_GOX&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Real-time%203D%20scene%20description%20using%20Spheres,%20Cones%20and%20Cylinders&rft.au=Georgiev,%20Kristiyan&rft.date=2016-03-11&rft_id=info:doi/10.48550/arxiv.1603.03856&rft_dat=%3Carxiv_GOX%3E1603_03856%3C/arxiv_GOX%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true