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 o...
A comprehensive uncertainty, baseline, and noise analysis in computing 3D points using a recent L1-b...
The angular error-based triangulation method and the par- allax path method are both high-performanc...
A comprehensive uncertainty, baseline, and noise analysis in computing 3D points using a recent L1-b...
This paper presents a framework for N-view triangula-tion of scene points, which improves processing...
This paper presents a framework for N-view triangulation of scene points, which improves processing ...
This paper presents a framework for N-view triangulation of scene points, which improves processing ...
This paper presents a framework for GPU-accelerated N-view triangulation in multi-view reconstructio...
Multi-camera triangulation of feature points based on a minimisation of the overall l(2) reprojectio...
Multi-camera triangulation of feature points based on a minimisation of the overall l(2) reprojectio...
Triangulation consists in finding a 3D point reprojecting the best as possible onto corresponding im...
The problem of reconstructing 3D scene features from multiple views with known camera motion and giv...
We consider the problem of L2-optimal triangulation from three separate views. Triangulation is an i...
Estimating the position of a 3-dimensional world point given its 2-dimensional projections in a set ...
Estimating the position of a 3-dimensional world point given its 2-dimensional projections in a set ...
Estimating the position of a 3-dimensional world point given its 2-dimensional projections in a set ...
A comprehensive uncertainty, baseline, and noise analysis in computing 3D points using a recent L1-b...
The angular error-based triangulation method and the par- allax path method are both high-performanc...
A comprehensive uncertainty, baseline, and noise analysis in computing 3D points using a recent L1-b...
This paper presents a framework for N-view triangula-tion of scene points, which improves processing...
This paper presents a framework for N-view triangulation of scene points, which improves processing ...
This paper presents a framework for N-view triangulation of scene points, which improves processing ...
This paper presents a framework for GPU-accelerated N-view triangulation in multi-view reconstructio...
Multi-camera triangulation of feature points based on a minimisation of the overall l(2) reprojectio...
Multi-camera triangulation of feature points based on a minimisation of the overall l(2) reprojectio...
Triangulation consists in finding a 3D point reprojecting the best as possible onto corresponding im...
The problem of reconstructing 3D scene features from multiple views with known camera motion and giv...
We consider the problem of L2-optimal triangulation from three separate views. Triangulation is an i...
Estimating the position of a 3-dimensional world point given its 2-dimensional projections in a set ...
Estimating the position of a 3-dimensional world point given its 2-dimensional projections in a set ...
Estimating the position of a 3-dimensional world point given its 2-dimensional projections in a set ...
A comprehensive uncertainty, baseline, and noise analysis in computing 3D points using a recent L1-b...
The angular error-based triangulation method and the par- allax path method are both high-performanc...
A comprehensive uncertainty, baseline, and noise analysis in computing 3D points using a recent L1-b...