Laurent Beaudoin

Dense in situ underwater 3D reconstruction by aggregation of successive partial local clouds

Abstract

Assessing the completeness of an underwater 3D reconstruction on-site is crucial as it allows for rescheduling acquisitions, which capture missing data during a mission, avoiding additional costs of a subsequent mission. This assessment needs to rely on a dense point cloud since a sparse cloud lacks detail and a triangulated model can hide gaps. The challenge is to generate a dense cloud with field-deployable tools. Traditional dense reconstruction methods can take several dozen hours on low-capacity systems like laptops or embedded units. To speed up this process, we propose building the dense cloud incrementally within an SfM framework while incorporating data redundancy management to eliminate recalculations and filtering already-processed data. The method evaluates overlap area limits and computes depths by propagating the matching around SeaPoints—the keypoints we design for identifying reliable areas regardless of the quality of the processed underwater images. This produces local partial dense clouds, which are aggregated into a common frame via the SfM pipeline to produce the global dense cloud. Compared to the production of complete dense local clouds, this approach reduces the computation time by about 70 percent while maintaining a comparable final density. The underlying prospect of this work is to enable real-time completeness estimation directly on board, allowing for the dynamic re-planning of the acquisition trajectory.

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How to boost close-range remote sensing courses using a serious game: Uncover in a fun way the complexity and transversality of multi-domain field acquisitions

Abstract

Close-range remote sensing, and more particularly, its acquisition part that is linked to field robotics, is at the crossroads of many scientific and engineering fields. Thus, it takes time for students to acquire the solid foundations needed before practicing on real systems. Therefore, we are interested in a means that allow students without prerequisites to quickly appropriate the fundamentals of this interdisciplinary field. For this, we adapted a haggle game to the close-range remote sensing theme. In this article, we explain the mechanics that serve our educational purposes. We have used it, so far, for four academic years with hundreds of students. The experience was assessed through quality surveys and quizzes to calculate success indicators. The results show that the serious game is well appreciated by the students. It allows them to better structure information and acquire a good global vision of multi-domain acquisition and data processing in close-range remote sensing. The students are also more involved in the rest of the lessons; all of this helps to facilitate their learning of the theoretical parts. Thus, we were able to shorten the time before moving on to real practice by replacing three lesson sessions with one serious game session, with an increase in mastering fundamental skills. The designed serious game can be useful for close-range remote sensing teachers looking for an effective starting lesson. In addition, teachers from other technical fields can draw inspiration from the creation mechanisms described in this article to create their own adapted version. Such a serious game is also a good asset for selecting promising students in a recruitment context.

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