论文标题

Orbbuf:远程视觉大满贯的强大缓冲方法

ORBBuf: A Robust Buffering Method for Remote Visual SLAM

论文作者

Wang, Yu-Ping, Zou, Zi-Xin, Wang, Cong, Dong, Yue-Jiang, Qiao, Lei, Manocha, Dinesh

论文摘要

不可靠网络引起的数据丢失严重影响了远程视觉大满贯系统的结果。从我们的实验中,损失少于1秒的数据可能会导致视觉大满贯算法失去跟踪。我们提出了一种新颖的缓冲方法Orbbuf,以减少数据丢失对远程视觉大满贯系统的影响。我们通过引入帧之间的相似性度量来将缓冲问题建模为优化问题。为了解决缓冲问题,我们提出了一种有效的类似贪婪的算法,以丢弃对大满贯结果质量影响最小的框架。我们在ROS上实现了Orbbuf方法,ROS是一个广泛使用的中间件框架。 Through an extensive evaluation on real-world scenarios and tens of gigabytes of datasets, we demonstrate that our ORBBuf method can be applied to different state-estimation algorithms (DSO and VINS-Fusion), different sensor data (both monocular images and stereo images), different scenes (both indoor and outdoor), and different network environments (both WiFi networks and 4G networks).我们的实验结果表明,网络损失确实会影响大满贯结果,而我们的ORBBUF方法可以将RMSE降低到50倍,而最多可降低和随机缓冲方法。

The data loss caused by unreliable network seriously impacts the results of remote visual SLAM systems. From our experiment, a loss of less than 1 second of data can cause a visual SLAM algorithm to lose tracking. We present a novel buffering method, ORBBuf, to reduce the impact of data loss on remote visual SLAM systems. We model the buffering problem as an optimization problem by introducing a similarity metric between frames. To solve the buffering problem, we present an efficient greedy-like algorithm to discard the frames that have the least impact on the quality of SLAM results. We implement our ORBBuf method on ROS, a widely used middleware framework. Through an extensive evaluation on real-world scenarios and tens of gigabytes of datasets, we demonstrate that our ORBBuf method can be applied to different state-estimation algorithms (DSO and VINS-Fusion), different sensor data (both monocular images and stereo images), different scenes (both indoor and outdoor), and different network environments (both WiFi networks and 4G networks). Our experimental results indicate that the network losses indeed affect the SLAM results, and our ORBBuf method can reduce the RMSE up to 50 times comparing with the Drop-Oldest and Random buffering methods.

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