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Paul A. Beardsley

dblp:45/1542 · DBLP profile ↗
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49ranked-venue papers
9as first author
0since 2021 · last 2019
0000-0003-0967-4039ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 34 · 8 first-authorGraphics, computer vision, multimedia, augmented reality and games · 28 · 8 first-authorSystems, architecture and hardware · 15Human-computer interaction and ubiquitous computing · 5Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
18 papers
3D vision · 38% Motion planning and robot control · 34% Multi-agent systems · 8%
Human-computer interaction and pervasive computing
7 papers
Human-robot interaction · 38% Haptics and multimodal interaction · 29% Interaction techniques and input · 20%
Computer graphics and multimedia
12 papers
Geometric modeling and processing · 43% Visual content generation and editing · 22% Computer animation and physical simulation · 15%

Topics — the 30 heaviest of 56, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
human-swarm interaction
0.422015
Gesture based human - Multi-robot swarm interaction and its application to an interactive display · ICRA 2015
Human - robot swarm interaction for entertainment: from animation display to gesture based control · HRI 2014
Computer vision › 3D vision › multimodal perception
depth and color fusion
0.412019
An Approach for Semantic Segmentation of Tree-like Vegetation · ICRA 2019
Computer vision › 3D vision › multimodal perception
RGB-D perception
0.412019
An Approach for Semantic Segmentation of Tree-like Vegetation · ICRA 2019
Robotics › Motion planning and robot control
robot control
0.412019
Mobile Robotic Painting of Texture · ICRA 2019
Robotics › Robot manipulation › industrial robot
robot painting
0.412019
Mobile Robotic Painting of Texture · ICRA 2019
Computer vision › Segmentation and scene understanding
semantic segmentation
0.412019
An Approach for Semantic Segmentation of Tree-like Vegetation · ICRA 2019
Haptics and multimodal interaction
tactile display
0.412019
Feeling Fireworks: An Inclusive Tactile Firework Display · CHI 2019
Computer vision › 3D vision
3d face reconstruction
0.432012
Coupled 3D reconstruction of sparse facial hair and skin · ACM Trans. Graph. 2012
High-quality passive facial performance capture using anchor frames · ACM Trans. Graph. 2011
High-quality single-shot capture of facial geometry · ACM Trans. Graph. 2010
Robotics › Motion planning and robot control
collision avoidance
0.432014
Shared control of autonomous vehicles based on velocity space optimization · ICRA 2014
Reciprocal collision avoidance for multiple car-like robots · ICRA 2012
Multi-robot system for artistic pattern formation · ICRA 2011
Computer vision › 3D vision
3d reconstruction
0.442013
Image-based reconstruction and synthesis of dense foliage · ACM Trans. Graph. 2013
Coupled 3D reconstruction of sparse facial hair and skin · ACM Trans. Graph. 2012
High-quality passive facial performance capture using anchor frames · ACM Trans. Graph. 2011
Visual content generation and editing
3d content creation
0.312017
Editable Parametric Dense Foliage from 3D Capture · ICCV 2017
Geometric modeling and processing
surface reconstruction
0.312017
Editable Parametric Dense Foliage from 3D Capture · ICCV 2017
Interaction techniques and input
gesture input
0.212015
Gesture based human - Multi-robot swarm interaction and its application to an interactive display · ICRA 2015
Knowledge, reasoning and agents › Multi-agent systems
multi-robot systems
0.222015
Multi-robot system for artistic pattern formation · ICRA 2011
Gesture based human - Multi-robot swarm interaction and its application to an interactive display · ICRA 2015
Robotics › Motion planning and robot control
trajectory optimization
0.212014
Viewpoint and trajectory optimization for animation display with aerial vehicles · ICRA 2014
Robotics › Motion planning and robot control › trajectory optimization
UAV trajectory optimization
0.212014
Viewpoint and trajectory optimization for animation display with aerial vehicles · ICRA 2014
Human-robot interaction › teleoperation
gesture-based robot control
0.212014
Human - robot swarm interaction for entertainment: from animation display to gesture based control · HRI 2014
Robotics › Motion planning and robot control › collision avoidance
multi-robot collision avoidance
0.212013
Collision avoidance for multiple agents with joint utility maximization · ICRA 2013
Robotics › Motion planning and robot control › collision avoidance
velocity obstacle
0.212013
Collision avoidance for multiple agents with joint utility maximization · ICRA 2013
Geometric modeling and processing › shape modeling
shape synthesis
0.212013
Image-based reconstruction and synthesis of dense foliage · ACM Trans. Graph. 2013
Robotics › Motion planning and robot control › collision avoidance
reciprocal collision avoidance
0.112012
Reciprocal collision avoidance for multiple car-like robots · ICRA 2012
Computer vision › Face, body and person analysis › face modeling
facial performance capture
0.112011
High-quality passive facial performance capture using anchor frames · ACM Trans. Graph. 2011
Knowledge, reasoning and agents › Multi-agent systems › swarm robotics
pattern formation
0.112011
Multi-robot system for artistic pattern formation · ICRA 2011
Computer animation and physical simulation › data-driven animation
performance-driven animation
0.112011
High-quality passive facial performance capture using anchor frames · ACM Trans. Graph. 2011
Computational photography and imaging
camera calibration
0.122010
High-quality single-shot capture of facial geometry · ACM Trans. Graph. 2010
Camera Calibration Using Multiple Images · ECCV 1992
Machine learning › Generative modeling
image reconstruction
0.112019
Mobile Robotic Painting of Texture · ICRA 2019
Accessibility and assistive technology › assistive technology for visual impairment
assistive technology for blind and low-vision users
0.112019
Feeling Fireworks: An Inclusive Tactile Firework Display · CHI 2019
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.112019
Feeling Fireworks: An Inclusive Tactile Firework Display · CHI 2019
Knowledge, reasoning and agents › Multi-agent systems › swarm robotics
swarm control
0.112015
Gesture based human - Multi-robot swarm interaction and its application to an interactive display · ICRA 2015
Interaction techniques and input › spatial interaction
handheld projector interaction
0.122005
RFIG lamps: interacting with a self-describing world via photosensing wireless tags and projectors · ACM Trans. Graph. 2004
Zoom-and-pick: facilitating visual zooming and precision pointing with interactive handheld projectors · UIST 2005

Methods — techniques the papers use, named apart from their topics

multi-view stereo · 0.8point cloud segmentation · 0.6nonlinear optimization · 0.6bezier patches · 0.6user study · 0.4late fusion · 0.4inverse imaging · 0.4focus groups · 0.4deep learning · 0.4convolutional neural network · 0.4HHA encoding · 0.4velocity obstacle · 0.3gesture recognition · 0.2depth sensor · 0.2trajectory following control · 0.2tablet control · 0.2b-spline · 0.2RGB-D sensor · 0.2
YearPublicationVenuePosition
2019 Feeling Fireworks: An Inclusive Tactile Firework Display
abstract
This paper presents a novel design for a large-scale interactive tactile display. Fast dynamic tactile effects are created at high spatial resolution on a flexible screen, using directable nozzles that spray water jets onto the rear of the screen. The screen further has back-projected visual content and touch interaction. The technology is demonstrated in Feeling Fireworks, a tactile firework show. The goal is to make fireworks more inclusive for the Blind and Low-Vision (BLV) community. A BLV focus group provided input during the development process, and a user study with BLV users showed that Feeling Fireworks is an enjoyable and meaningful experience. A user study with sighted users showed that users could accurately label the correspondence between the designed tactile firework effects and corresponding visual fireworks. Beyond the Feeling Fireworks application, this is a novel approach for scalable tactile displays with potential for broader use.
Dorothea Reusser, Espen Knoop, Roland Siegwart, Paul A. Beardsley
CHI4
2019 An Approach for Semantic Segmentation of Tree-like Vegetation
abstract
This paper presents a pipeline for semantic segmentation of trees into their components. Given a single RGB-D image of a tree, we employ a deep network to predict labels to classify each pixel of the tree into trunk, branches, twigs and leaves. Multiple convolutional neural network architectures to combine the complementary modalities of depth and colour data are investigated. An asynchronous training approach where two networks trained separately on RGB and depth encoded as a 3-channel HHA image are combined using a late fusion architecture with different learning rates performs the best. Training and evaluation are performed on a synthetic dataset of 6 species of broadleaf trees. We further demonstrate the network's generalization capabilities, across various tree species on the synthetic dataset, achieving an accuracy of upto 92.5%. Furthermore, we present a qualitative evaluation of our approach on real-world data.
Sundara Tejaswi Digumarti, Lukas Schmid 0001, Giuseppe Maria Rizzi, Juan I. Nieto 0001, Roland Siegwart, Paul A. Beardsley, Cesar Dario Cadena Lerma
ICRA6
2019 Mobile Robotic Painting of Texture
abstract
Robotic painting is well-established in controlled factory environments, but there is now potential for mobile robots to do functional painting tasks around the everyday world. An obvious first target for such robots is painting a uniform single color. A step further is the painting of textured images. Texture involves a varying appearance, and requires that paint is delivered accurately onto the physical surface to produce the desired effect. Robotic painting of texture is relevant for architecture and in themed environments.A key challenge for robotic painting of texture is to take a desired image as input, and to generate the paint commands to as closely as possible create the desired appearance, according to the robotic capabilities. This paper describes a deep learning approach to take an input ink map of a desired texture, and infer robotic paint commands to produce that texture.We analyze the trade-offs between quality of reconstructed appearance and ease of execution. Our method is general for different kinds of robotic paint delivery systems, but the emphasis here is on spray painting. More generally, the framework can be viewed as an approach for solving a specific class of inverse imaging problems.
Majed El Helou, Stephan Mandt, Andreas Krause 0001, Paul A. Beardsley
ICRA4
2018 StreetMap - Mapping and Localization on Ground Planes using a Downward Facing Camera
abstract
This paper describes a system to map a ground-plane, and to subsequently use the map for localization of a mobile robot. The robot has a downward-facing camera, and works on a variety of ground textures including general texture like tarmac, man-made designs like carpet, and rectilinear textures like indoor tiles or outdoor slabs. Such textures provide a basis for measuring relative motion (i.e. computer mouse functionality). But the goal here is the more challenging one of absolute localization. The paper describes a complete working pipeline to build a globally consistent map of a given ground-plane and subsequently to localize within this map at real-time. Two algorithms are described. The first is a feature-based approach which is general to any ground plane texture. The second algorithm takes advantage of the extra constraints available for common rectilinear textures like indoor tiling, paving slabs, and laid brickwork. Quantitative and qualitative experimental results are shown for mapping and localization on a variety of ground-planes.
Anurag Sai Vempati, Paul A. Beardsley
IROS3
2018 Cooperative Collision Avoidance for Nonholonomic Robots
abstract
In this paper, we present a method, namely€CCA, for collision avoidance in dynamic environments among interacting agents, such as other robots or humans. Given a preferred motion by a global planner or driver, the method computes a collision-free local motion for a short time horizon, which respects the actuator constraints and allows for smooth and safe control. The method builds on the concept of reciprocal velocity obstacles and extends it to respect the kinodynamic constraints of the robot and account for a grid-based map representation of the environment. The method is best suited for large multirobot settings, including heterogeneous teams of robots, in which computational complexity is of paramount importance and the robots interact with one another. In particular, we consider a set of motion primitives for the robot and solve an optimization in the space of control velocities with additional constraints. Additionally, we propose a cooperative approach to compute safe velocity partitions in the distributed case. We describe several instances of the method for distributed and centralized operation and formulated both as convex and nonconvex optimizations. We compare the different variants and describe the benefits and tradeoffs both theoretically and in extensive experiments with various robotic platforms: robotic wheelchairs, robotic boats, humanoid robots, small unicycle robots, and simulated cars.
Javier Alonso-Mora, Paul A. Beardsley, Roland Siegwart
IEEE Trans. Robotics2
2017 Editable Parametric Dense Foliage from 3D Capture
abstract
We present an algorithm to compute parametric models of dense foliage. The guiding principles of our work are automatic reconstruction and compact artist friendly representation. We use Bezier patches to model leaf surface, which we compute from images and point clouds of dense foliage. We present an algorithm to segment individual leaves from colour and depth data. We then reconstruct the Bezier representation from segmented leaf points clouds using non-linear optimisation. Unlike previous work, we do not require laboratory scanned exemplars or user intervention. We also demonstrate intuitive manipulators to edit the reconstructed parametric models. We believe our work is a step towards making captured data more accessible to artists for foliage modelling.
Paul A. Beardsley, Gaurav Chaurasia
ICCV1
2017 Handshakiness: Benchmarking for human-robot hand interactions
abstract
Handshakes are common greetings, and humans therefore have strong priors of what a handshake should feel like. This makes it challenging to create compelling and realistic human-robot handshakes, necessitating the consideration of human haptic perception in the design of robot hands. At its most basic level, haptic perception is encoded by contact points and contact pressure distributions on the skin. This motivates our work on measuring the contact area and contact pressure in human handshaking interactions. We present two benchmarking experiments in this regard, measuring the contact locations in human-human/human-robot handshaking and the contact pressure distribution for handshakes with a sensorized palm. We present results from human studies with the benchmarking experiments, providing a baseline for comparison with robot hands as well as presenting new insights into human handshaking. We also show initial work in using these results for the evaluation of robot hands, and progressing towards iterative design of robot hands optimized for social hand interactions.
Espen Knoop, Moritz Bächer, Vincent Wall, Raphael Deimel, Oliver Brock, Paul A. Beardsley
IROS6
2017 Onboard real-time dense reconstruction of large-scale environments for UAV
abstract
In this paper, we propose a GPU parallelized SLAM system capable of using photometric and inertial data together with depth data from an active RGB-D sensor to build accurate dense 3D maps of indoor environments. We describe several extensions to existing dense SLAM techniques that allow us to operate in real-time onboard memory constrained robotic platforms. Our primary contribution is a memory management algorithm that scales to large scenes without being limited by GPU memory resources. Moreover, by integrating a visual-inertial odometry system, we robustly track the camera pose even on an agile platform such as a quadrotor UAV. Our robust camera tracking framework can deal with fast camera motions and varying environments by relying on depth, color and inertial motion cues. Global consistency is achieved via regular checking for loop closures in conjunction with a pose graph, as a basis for corrective deformation of the 3D map. Our efficient SLAM system is capable of producing highly dense meshes up to 5mm resolution at rates close to 60Hz fully onboard a UAV. Experimental validations both in simulation and on a real-world platform, show that our approach is fast, more robust and more memory efficient than state-of-the-art techniques, while obtaining better or comparable accuracy.
Anurag Sai Vempati, Igor Gilitschenski, Juan I. Nieto 0001, Paul A. Beardsley, Roland Siegwart
IROS4
2016 Tree cavity inspection using aerial robots
abstract
We present an aerial robotic platform for remote tree cavity inspection, based on a hexacopter Micro-Aerial vehicle (MAV) equipped with a dexterous manipulator. The goal is to make the inspection process safer and more efficient and facilitate data collection about tree cavities, which are important for the conservation of biodiversity in forest ecosystems. This work focuses on two key enabling technologies, namely a vision-based cavity detection system and strategies for high level control of the MAV and manipulator. The results of both simulation and real-world experiments are discussed at the end of the paper and demonstrate the effectiveness of our approach.
Kelly Steich, Mina Kamel 0001, Paul A. Beardsley, Martin K. Obrist, Roland Siegwart, Thibault Lachat
IROS3
2016 Underwater 3D capture using a low-cost commercial depth camera
abstract
This paper presents underwater 3D capture using a commercial depth camera. Previous underwater capture systems use ordinary cameras, and it is well-known that a calibration procedure is needed to handle refraction. The same is true for a depth camera being used underwater. We describe a calibration method that corrects the depth maps of refraction effects. Another challenge is that depth cameras use infrared light (IR) which is heavily attenuated in water. We demonstrate scanning is possible with commercial depth cameras for ranges up to 20 cm in water. The motivation for using a depth camera under water is the same as in air — it provides dense depth data and higher quality 3D reconstruction than multi-view stereo. Underwater 3D capture is being increasingly used in marine biology and oceanology; our approach offers exciting prospects for such applications. To the best of our knowledge, ours is the first approach that successfully demonstrates underwater 3D capture using low cost depth cameras like Intel RealSense. We describe a complete system, including protective housing for the depth camera which is suitable for handheld use by a diver. Our main contribution is an easy-to-use calibration method, which we evaluate on exemplar data as well as 3D reconstructions in a lab aquarium. We also present initial results of ocean deployment.
Sundara Tejaswi Digumarti, Gaurav Chaurasia, Aparna Taneja, Roland Siegwart, Amber Thomas, Paul A. Beardsley
WACV6
2015 Gesture based human - Multi-robot swarm interaction and its application to an interactive display
abstract
A taxonomy for gesture-based interaction between a human and a group (swarm) of robots is described. Methods are classified into two categories. First, free-form interaction, where the robots are unconstrained in position and motion and the user can use deictic gestures to select subsets of robots and assign target goals and trajectories. Second, shape-constrained interaction, where the robots are in a configuration shape that can be modified by the user. In the later, the user controls a subset of meaningful degrees of freedom defining the overall shape instead of each robot directly. A multi-robot interactive display is described where a depth sensor is used to recognize human gesture, determining the commands sent to a group comprising tens of robots. Experimental results with a preliminary user study show the usability of the system.
Javier Alonso-Mora, S. Haegeli Lohaus, Philipp Leemann, Roland Siegwart, Paul A. Beardsley
ICRA5
2015 Extending the Performance of Human Classifiers Using a Viewpoint Specific Approach
abstract
This paper describes human classifiers that are 'viewpoint specific', meaning specific to subjects being observed by a particular camera in a particular scene. The advantages of the approach are (a) improved human detection in the presence of perspective foreshortening from an elevated camera, (b) ability to handle partial occlusion of subjects e.g. partial occlusion by furniture in an indoor scene, and (c) ability to detect subjects when partially truncated at the top, bottom or sides of the image. Elevated camera views will typically generate truncated views for subjects at the image edges but our viewpoint specific method handles such cases and thereby extends overall detection coverage. The approach is - (a) define a tiling on the ground plane of the 3D scene, (b) generate training images per tile using virtual humans, (c) train a classifier per tile (d) run the classifiers on the real scene. The approach would be prohibitive if each new deployment required real training images, but it is feasible because training is done with a virtual humans inserted into a scene model. The classifier is a linear SVM and HOGs. Experimental results provide a comparative analysis with existing algorithms to demonstrate the advantages described above.
Endri Dibra, Jérôme Maye, Olga Diamanti, Roland Siegwart, Paul A. Beardsley
WACV5
2014 Human - robot swarm interaction for entertainment: from animation display to gesture based control
abstract
This work shows experimental results with three systems that take real-time user input to direct a robot swarm formed by tens of small robots. These are: real-time drawing, gesture based interaction with an RGB-D sensor and control via a hand-held tablet computer.
Javier Alonso-Mora, Roland Siegwart, Paul A. Beardsley
HRI3
2014 Shared control of autonomous vehicles based on velocity space optimization
abstract
This paper presents a method for shared control of a vehicle. The driver commands a preferred velocity which is transformed into a collision-free local motion that respects the actuator constraints and allows for smooth and safe control. Collision-free local motions are achieved with an extension of velocity obstacles that takes into account dynamic constraints and a grid-based map representation. To limit the freedom of the driver, a global guidance trajectory can be included, which specifies the areas where the vehicle is allowed to drive in each time instance. The low computational complexity of the method makes it well suited for multi-agent settings and high update rates and both a centralized and a distributed algorithm are provided that allow for real-time control of tens of vehicles. Extensive experimental results with real robotic wheelchairs at relatively high speeds in tight scenarios are presented.
Javier Alonso-Mora, Pascal Gohl, Scott Watson, Roland Siegwart, Paul A. Beardsley
ICRA5
2014 Viewpoint and trajectory optimization for animation display with aerial vehicles
abstract
This paper presents a method to optimize the position and trajectory of each aerial vehicle within a large group that displays objects and animations in 3D space. The input is a single object or an animation created by an artist. In a first step, goal positions for the given number of vehicles and representing the object are optimized with respect to a known viewpoint. For displaying an animation, an optimal trajectory satisfying the dynamic constraints of each vehicle is computed using B-splines. Finally, a trajectory following controller is described, which provides the preferred velocity, later optimized to be collision-free with respect to all neighboring vehicles.
Marcel Schoch, Javier Alonso-Mora, Roland Siegwart, Paul A. Beardsley
ICRA4
2014 Spatio-temporal laser to visual/inertial calibration with applications to hand-held, large scale scanning
abstract
This work presents a novel approach to spatio-temporal calibration of a laser range finder (LRF) with respect to a combination of a stereo camera and an inertial measurement unit (IMU). Spatial calibration between an LRF and a camera has been extensively studied, but so far the temporal relationship between the two has largely been neglected. While this may be sufficient for applications where the setup is mounted on a vehicle, which imposes bounds on the dynamics, we aim for employment on a hand-held scanning device, where angular velocities can easily exceed hundreds of degrees per second. Employing a continuous-time batch estimation framework, this work demonstrates that the transformation between the LRF and the visual/inertial setup-but also its temporal relationship-can be estimated accurately. In contrast to the majority of established calibration approaches, our approach does not require an overlap in the field of view of the LRF and camera, allowing for previously infeasible sensor configurations to be calibrated. Preliminary results for a novel hand-held scanning device suggest improvements in 3D reconstructions and image based point cloud coloring, especially for highly dynamic motions.
Jörn Rehder, Paul A. Beardsley, Roland Siegwart, Paul Timothy Furgale
IROS2
2013 Collision avoidance for multiple agents with joint utility maximization
abstract
In this paper a centralized method for collision avoidance among multiple agents is presented. It builds on the velocity obstacle (VO) concept and its extensions to arbitrary kino-dynamics and is applicable to heterogeneous groups of agents (with respect to size, kino-dynamics and aggressiveness) moving in 2D and 3D spaces. In addition, both static and dynamic obstacles can be considered in the framework. The method maximizes a joint utility function and is formulated as a mixed-integer quadratic program, where online computation can be achieved as a trade-off with solution optimality. In experiments with groups of two to 50 agents the benefits of the joint utility optimization are shown. By construction, it's suboptimal variant is at least as good as comparable decentralized methods, while retaining online capability for small groups of agents. In its optimal variant, the proposed algorithm can provide a benchmark for distributed collision avoidance methods, in particular for those based on the VO concept that take interaction into account.
Javier Alonso-Mora, Martin Rufli, Roland Siegwart, Paul A. Beardsley
ICRA4
2013 Design and control of a spherical omnidirectional blimp
abstract
This paper presents Skye, a novel blimp design. Skye is a helium-filled sphere of diameter 2.7m with a strong inelastic outer hull and an impermeable elastic inner hull. Four tetrahedrally-arranged actuation units (AU) are mounted on the hull for locomotion, with each AU having a thruster which can be rotated around a radial axis through the sphere center. This design provides redundant control in the six degrees of freedom of motion, and Skye is able to move omnidirectionally and to rotate around any axis. A multi-camera module is also mounted on the hull for capture of aerial imagery or live video stream according to an ‘eyeball’ concept — the camera module is not itself actuated, but the whole blimp is rotated in order to obtain a desired camera view. Skye is safe for use near people — the double hull minimizes the likelihood of rupture on an unwanted collision; the propellers are covered by grills to prevent accidental contact; and the blimp is near neutral buoyancy so that it makes only a light impact on contact and can be readily nudged away. The system is portable and deployable by a single operator — the electronics, AUs, and camera unit are mounted externally and are detachable from the hull during transport; operator control is via an intuitive touchpad interface. The motivating application is in entertainment robotics. Skye has a varied motion vocabulary such as swooping and bobbing, plus internal LEDs for visual effect. Computer vision enables interaction with an audience. Experimental results show dexterous maneuvers in indoor and outdoor environments, and non-dangerous impacts between the blimp and humans.
Michael Burri, Laura Gasser, M. Käch, Matthias Krebs, S. Laube, Anton Ledergerber, Daniel Meier, R. Michaud, Lukas Mosimann, L. Müri, Claudio Ruch, Andreas Schaffner, N. Vuilliomenet, Johannes Weichart, Konrad Rudin, Stefan Leutenegger, Javier Alonso-Mora, Roland Siegwart, Paul A. Beardsley
IROS19
2013 Image-based reconstruction and synthesis of dense foliage
abstract
Flora is an element in many computer-generated scenes. But trees, bushes and plants have complex geometry and appearance, and are difficult to model manually. One way to address this is to capture models directly from the real world. Existing techniques have focused on extracting macro structure such as the branching structure of trees, or the structure of broad-leaved plants with a relatively small number of surfaces. This paper presents a finer scale technique to demonstrate for the first time the processing of densely leaved foliage - computation of 3D structure, plus extraction of statistics for leaf shape and the configuration of neighboring leaves. Our method starts with a mesh of a single exemplar leaf of the target foliage. Using a small number of images, point cloud data is obtained from multi-view stereo, and the exemplar leaf mesh is fitted non-rigidly to the point cloud over several iterations. In addition, our method learns a statistical model of leaf shape and appearance during the reconstruction phase, and a model of the transformations between neighboring leaves. This information is useful in two ways - to augment and increase leaf density in reconstructions of captured foliage, and to synthesize new foliage that conforms to a user-specified layout and density. The result of our technique is a dense set of captured leaves with realistic appearance, and a method for leaf synthesis. Our approach excels at reconstructing plants and bushes that are primarily defined by dense leaves and is demonstrated with multiple examples.
Derek Bradley, Derek Nowrouzezahrai, Paul A. Beardsley
ACM Trans. Graph.3
2012 Reciprocal collision avoidance for multiple car-like robots
abstract
In this paper a method for distributed reciprocal collision avoidance among multiple non-holonomic robots with bike kinematics is presented. The proposed algorithm, bicycle reciprocal collision avoidance (B-ORCA), builds on the concept of optimal reciprocal collision avoidance (ORCA) for holonomic robots but furthermore guarantees collision-free motions under the kinematic constraints of car-like vehicles. The underlying principle of the B-ORCA algorithm applies more generally to other kinematic models, as it combines velocity obstacles with generic tracking control. The theoretical results on collision avoidance are validated by several simulation experiments between multiple car-like robots.
Javier Alonso-Mora, Andreas Breitenmoser, Paul A. Beardsley, Roland Siegwart
ICRA3
2012 Object and animation display with multiple aerial vehicles
abstract
This paper presents a fully automated method to display objects and animations in 3D with a group of aerial vehicles. The system input is a single object or an animation (sequence of objects) created by an artist. The first stage is to generate physical goal configurations and robot colors to represent the objects with the available number of robots. The run-time system includes algorithms for goal assignment, path planning and local reciprocal collision avoidance that guarantee smooth, fast and oscillation-free motion. The presented algorithms are tested in simulations and verified with real quadrotor helicopters and scale to large robot swarms.
Javier Alonso-Mora, Marcel Schoch, Andreas Breitenmoser, Roland Siegwart, Paul A. Beardsley
IROS5
2012 Coupled 3D reconstruction of sparse facial hair and skin
abstract
Although facial hair plays an important role in individual expression, facial-hair reconstruction is not addressed by current face-capture systems. Our research addresses this limitation with an algorithm that treats hair and skin surface capture together in a coupled fashion so that a high-quality representation of hair fibers as well as the underlying skin surface can be reconstructed. We propose a passive, camera-based system that is robust against arbitrary motion since all data is acquired within the time period of a single exposure. Our reconstruction algorithm detects and traces hairs in the captured images and reconstructs them in 3D using a multiview stereo approach. Our coupled skin-reconstruction algorithm uses information about the detected hairs to deliver a skin surface that lies underneath all hairs irrespective of occlusions. In dense regions like eyebrows, we employ a hair-synthesis method to create hair fibers that plausibly match the image data. We demonstrate our scanning system on a number of individuals and show that it can successfully reconstruct a variety of facial-hair styles together with the underlying skin surface.
Thabo Beeler, Bernd Bickel, Gioacchino Noris, Paul A. Beardsley, Steve Marschner, Robert W. Sumner, Markus Gross 0001
ACM Trans. Graph.4
2011 Multi-robot system for artistic pattern formation
abstract
This paper describes work on multi-robot pattern formation. Arbitrary target patterns are represented with an optimal robot deployment, using a method that is independent of the number of robots. Furthermore, the trajectories are visually appealing in the sense of being smooth, oscillation free, and showing fast convergence. A distributed controller guarantees collision free trajectories while taking into account the kinematics of differentially driven robots. Experimental results are provided for a representative set of patterns, for a swarm of up to ten physical robots, and for fifty virtual robots in simulation.
Javier Alonso-Mora, Andreas Breitenmoser, Martin Rufli, Roland Siegwart, Paul A. Beardsley
ICRA5
2011 High-quality passive facial performance capture using anchor frames
abstract
We present a new technique for passive and markerless facial performance capture based on anchor frames . Our method starts with high resolution per-frame geometry acquisition using state-of-the-art stereo reconstruction, and proceeds to establish a single triangle mesh that is propagated through the entire performance. Leveraging the fact that facial performances often contain repetitive subsequences, we identify anchor frames as those which contain similar facial expressions to a manually chosen reference expression. Anchor frames are automatically computed over one or even multiple performances. We introduce a robust image-space tracking method that computes pixel matches directly from the reference frame to all anchor frames, and thereby to the remaining frames in the sequence via sequential matching. This allows us to propagate one reconstructed frame to an entire sequence in parallel, in contrast to previous sequential methods. Our anchored reconstruction approach also limits tracker drift and robustly handles occlusions and motion blur. The parallel tracking and mesh propagation offer low computation times. Our technique will even automatically match anchor frames across different sequences captured on different occasions, propagating a single mesh to all performances.
Thabo Beeler, Fabian Hahn, Derek Bradley, Bernd Bickel, Paul A. Beardsley, Craig Gotsman, Robert W. Sumner, Markus Gross 0001
ACM Trans. Graph.5
2010 High-quality single-shot capture of facial geometry
abstract
This paper describes a passive stereo system for capturing the 3D geometry of a face in a single-shot under standard light sources. The system is low-cost and easy to deploy. Results are submillimeter accurate and commensurate with those from state-of-the-art systems based on active lighting, and the models meet the quality requirements of a demanding domain like the movie industry. Recovered models are shown for captures from both high-end cameras in a studio setting and from a consumer binocular-stereo camera, demonstrating scalability across a spectrum of camera deployments, and showing the potential for 3D face modeling to move beyond the professional arena and into the emerging consumer market in stereoscopic photography. Our primary technical contribution is a modification of standard stereo refinement methods to capture pore-scale geometry, using a qualitative approach that produces visually realistic results. The second technical contribution is a calibration method suited to face capture systems. The systemic contribution includes multiple demonstrations of system robustness and quality. These include capture in a studio setup, capture off a consumer binocular-stereo camera, scanning of faces of varying gender and ethnicity and age, capture of highly-transient facial expression, and scanning a physical mask to provide ground-truth validation.
Thabo Beeler, Bernd Bickel, Paul A. Beardsley, Robert W. Sumner, Markus Gross 0001
ACM Trans. Graph.3
2006 A Handheld Projector Supported by Computer Vision
Akash Kushal, Jeroen van Baar, Ramesh Raskar, Paul A. Beardsley
ACCV (2)4
2005 Zoom-and-pick: facilitating visual zooming and precision pointing with interactive handheld projectors
abstract
Designing interfaces for interactive handheld projectors is an exiting new area of research that is currently limited by two problems: hand jitter resulting in poor input control, and possible reduction of image resolution due to the needs of image stabilization and warping algorithms. We present the design and evaluation of a new interaction technique, called zoom-and-pick, that addresses both problems by allowing the user to fluidly zoom in on areas of interest and make accurate target selections. Subtle design features of zoom-and-pick enable pixel-accurate pointing, which is not possible in most freehand interaction techniques. Our evaluation results indicate that zoom-and-pick is significantly more accurate than the standard pointing technique described in our previous work.
Clifton Forlines, Ravin Balakrishnan, Paul A. Beardsley, Jeroen van Baar, Ramesh Raskar
UIST3
2004 RFIG lamps: interacting with a self-describing world via photosensing wireless tags and projectors
abstract
This paper describes how to instrument the physical world so that objects become self-describing, communicating their identity, geometry, and other information such as history or user annotation. The enabling technology is a wireless tag which acts as a radio frequency identity and geometry (RFIG) transponder. We show how addition of a photo-sensor to a wireless tag significantly extends its functionality to allow geometric operations - such as finding the 3D position of a tag, or detecting change in the shape of a tagged object. Tag data is presented to the user by direct projection using a handheld locale-aware mobile projector. We introduce a novel technique that we call interactive projection to allow a user to interact with projected information e.g. to navigate or update the projected information.The ideas are demonstrated using objects with active radio frequency (RF) tags. But the work was motivated by the advent of unpowered passive-RFID, a technology that promises to have significant impact in real-world applications. We discuss how our current prototypes could evolve to passive-RFID in the future.
Ramesh Raskar, Paul A. Beardsley, Jeroen van Baar, Paul H. Dietz, Johnny C. Lee, Darren Leigh, Thomas Willwacher
ACM Trans. Graph.2
2003 iLamps: geometrically aware and self-configuring projectors
abstract
Projectors are currently undergoing a transformation as they evolve from static output devices to portable, environment-aware, communicating systems. An enhanced projector can determine and respond to the geometry of the display surface, and can be used in an ad-hoc cluster to create a self-configuring display. Information display is such a prevailing part of everyday life that new and more flexible ways to present data are likely to have significant impact. This paper examines geometrical issues for enhanced projectors, relating to customized projection for different shapes of display surface, object augmentation, and co-operation between multiple units.We introduce a new technique for adaptive projection on nonplanar surfaces using conformal texture mapping. We describe object augmentation with a hand-held projector, including interaction techniques. We describe the concept of a display created by an ad-hoc cluster of heterogeneous enhanced projectors, with a new global alignment scheme, and new parametric image transfer methods for quadric surfaces, to make a seamless projection. The work is illustrated by several prototypes and applications.
Ramesh Raskar, Jeroen van Baar, Paul A. Beardsley, Thomas Willwacher, Srinivas Rao, Clifton Forlines
ACM Trans. Graph.3
2002 Image-based 3D photography using opacity hulls
abstract
We have built a system for acquiring and displaying high quality graphical models of objects that are impossible to scan with traditional scanners. Our system can acquire highly specular and fuzzy materials, such as fur and feathers. The hardware set-up consists of a turntable, two plasma displays, an array of cameras, and a rotating array of directional lights. We use multi-background matting techniques to acquire alpha mattes of the object from multiple viewpoints. The alpha mattes are used to construct an opacity hull. The opacity hull is a new shape representation, defined as the visual hull of the object with view-dependent opacity. It enables visualization of complex object silhouettes and seamless blending of objects into new environments. Our system also supports relighting of objects with arbitrary appearance using surface reflectance fields, a purely image-based appearance representation. Our system is the first to acquire and render surface reflectance fields under varying illumination from arbitrary viewpoints. We have built three generations of digitizers with increasing sophistication. In this paper, we present our results from digitizing hundreds of models.
Wojciech Matusik, Hanspeter Pfister, Addy Ngan, Paul A. Beardsley, Remo Ziegler, Leonard McMillan
ACM Trans. Graph.4
2001 A Self-Correcting Projector
abstract
We describe a calibration and rendering technique for a projector that can render rectangular images under keystoned position. The projector utilizes a rigidly attached camera to form a stereo pair. We describe a very easy to use technique for calibration of the projector-camera pair using only black planar surfaces. We present an efficient rendering method to pre-warp images so that they appear correctly on the screen, and show experimental results.
Ramesh Raskar, Paul A. Beardsley
CVPR (2)2
2000 Tangible interaction + graphical interpretation: a new approach to 3D modeling
abstract
Construction toys are a superb medium for geometric models. We argue that such toys, suitably instrumented or sensed, could be the inspiration for a new generation of easy-to-use, tangible modeling systems—especially if the tangible modeling is combined with graphical-interpretation techniques for enhancing nascent models automatically. The three key technologies needed to realize this idea are embedded computation, vision-based acquisition, and graphical interpretation. We sample these technologies in the context of two novel modeling systems: physical building blocks that self-describe, interpret, and decorate the structures into which they are assembled; and a system for scanning, interpreting, and animating clay figures.
David B. Anderson, James L. Frankel, Joe Marks, Aseem Agarwala, Paul A. Beardsley, Jessica K. Hodgins, Darren Leigh, Kathy Ryall, Eddie Sullivan, Jonathan S. Yedidia
SIGGRAPH5
1998 A Qualitative Approach to Classifying Gaze Direction
Ravikanth Pappu, Paul A. Beardsley
FG2
1998 A qualitative approach to classifying head and eye pose
abstract
The goal of this work is to classify the focus of attention of a subject who is switching his or her attention between a number of surrounding objects. The specific application is to classify, the focus of attention of a car driver as straightahead, towards the dashboard, or towards one of the mirrors. A quantitative approach to this problem requires (a) a priori information about the interior geometry of the car and the calibration of the camera, and (b) accurate computation of the subject's location and eye direction. This paper describes an alternative, qualitative, approach. The driver is observed over an extended period of time, and frequently occurring view directions are identified . Each of the frequent view directions is associated with its most likely target-dashboard, rear-view mirror etc. The head pose of the driver in any subsequent image is then classified by relating it to one of these labelled view directions. The head pose classification is augmented with a qualitative measurement of the eye pose.
Paul A. Beardsley
WACV1
1997 Design galleries: a general approach to setting parameters for computer graphics and animation
abstract
Article Design galleries: a general approach to setting parameters for computer graphics and animation Share on Authors: J. Marks MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , B. Andalman Harvard Univ. Harvard Univ.View Profile , P. A. Beardsley MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , W. Freeman MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , S. Gibson MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , J. Hodgins Georgia Tech. Georgia Tech.View Profile , T. Kang CMU CMUView Profile , B. Mirtich MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , H. Pfister MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , W. Ruml MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MA MERL - A Mitsubishi Electric Research Laboratory, 201 Broadway, Cambridge, MAView Profile , K. Ryall Harvard Univ. Harvard Univ.View Profile , J. Seims Univ. of Washington Univ. of WashingtonView Profile , S. Shieber Harvard Univ. Harvard Univ.View Profile Authors Info & Claims SIGGRAPH '97: Proceedings of the 24th annual conference on Computer graphics and interactive techniquesAugust 1997 Pages 389–400https://doi.org/10.1145/258734.258887Online:03 August 1997Publication History 346citation2,992DownloadsMetricsTotal Citations346Total Downloads2,992Last 12 Months156Last 6 weeks16 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Joe Marks, Brad Andalman, Paul A. Beardsley, William T. Freeman, Sarah F. Frisken, Jessica K. Hodgins, T. Kang, Brian Mirtich, Hanspeter Pfister, Wheeler Ruml, Kathy Ryall, Joshua E. Seims, Stuart M. Shieber
SIGGRAPH3
1997 Sequential Updating of Projective and Affine Structure from Motion
Paul A. Beardsley, Andrew Zisserman, David William Murray 0001
Int. J. Comput. Vis.1
1996 3D Model Acquisition from Extended Image Sequences
Paul A. Beardsley, Philip Torr 0001, Andrew Zisserman
ECCV (2)1
1996 Self-alignment of a binocular robot
Ian D. Reid 0001, Paul A. Beardsley
Image Vis. Comput.2
1995 Self-alignment of a Binocular Robot
Ian D. Reid 0001, Paul A. Beardsley
BMVC2
1995 Active Visual Navigation Using Non-Metric Structure
abstract
Demonstrates a method of using nonmetric visual information derived from an uncalibrated active vision system to navigate an autonomous vehicle through free-space regions detected in a cluttered environment. The structure of 3-space is recovered modulo an affine transformation using an uncalibrated active stereo head carried by the vehicle. The plane at infinity, necessary for recovering affine structure from projective structure, is found in a novel manner by making controlled rotations of the head. The structure is composed of 3D points obtained by detecting and matching image corners through the stereo image sequence. Considerable care has been taken to ensure that the processing is reliable, robust and automatic. Driveable regions are determined from the projection of the affine structure onto a plane parallel to the ground determined using projective constructs. Two methods of negotiating the regions are explored. The first introduces metric information to allow control of a Euclidean vehicle. The second uses visual servoing of the active head to navigate in the affinely described free-space regions.>
Paul A. Beardsley, Ian D. Reid 0001, Andrew Zisserman, David William Murray 0001
ICCV1
1994 Euclidean Structure from Uncalibrated Images
abstract
A number of recent papers have demonstrated that camera “self-calibration” can be accomplished purely from image measurements, without requiring special calibration objects or known camera motion. We describe a method, based on self-calibration, for obtaining (scaled) Euclidean structure from multiple uncalibrated perspective images using only point matches between views. The method is in two stages. First, using an uncalibrated camera, structure is recovered up to an affine ambiguity from two views. Second, from one or more further views of this affine structure the camera intrinsic parameters are determined, and the structure ambiguity reduced to scaled Euclidean. The technique is independent of how the affine structure is obtained. We analyse its limitations and degeneracies. Results are given for images of real scenes. An application is described for active vision, where a Euclidean reconstruction is obtained during normal operation with an initially uncalibrated camera. Finally, it is demonstrated that Euclidean reconstruction can be obtained from a single perspective image of a repeated structure
Martin Armstrong, Andrew Zisserman, Paul A. Beardsley
BMVC3
1994 Robust Vision
Philip Torr 0001, Paul A. Beardsley, David William Murray 0001
BMVC2
1994 Navigation using Affine Structure from Motion
Paul A. Beardsley, Andrew Zisserman, David William Murray 0001
ECCV (2)1
1992 Camera Calibration Using Vanishing Points
Paul A. Beardsley, David William Murray 0001
BMVC1
1992 Affine and Projective Structure from Motion
Sabine Demey, Andrew Zisserman, Paul A. Beardsley
BMVC3
1992 Range Recovery using Virtual Multi-camera Stereo
David William Murray 0001, Paul A. Beardsley
BMVC2
1992 Camera Calibration Using Multiple Images
Paul A. Beardsley, David William Murray 0001, Andrew Zisserman
ECCV1
1991 A Novel Approach to Motion Segmentation
David Sinclair, Andrew Blake 0001, Paul A. Beardsley, David William Murray 0001
BMVC3
1990 Prediction of stereo disparity using optical flow
abstract
This paper describes a scheme in which optical flow information is used to guide stereo correspondence matching. The epipolar constraint, which is used in static stereo to confine correspondence search to a line, is replaced by a mechanism which confines search to an area around a point. The experimental setup consists of a pair of cameras mounted on a mobile robot vehicle. A sequence of stereo image pairs is taken during vehicle motion, and the images are processed by a corner detector. One of the first steps in extracting useful information from the corners is to solve the correspondence problem. For a stereo sequence, this requires both the temporal matching of corners along the sequence, and also the stereo matching of corners between left and right images. The results of
Paul A. Beardsley, J. Michael Brady, David William Murray 0001
BMVC1