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Raoul de Charette

Publications and source records attributed to Raoul de Charette.

40 records · Page 3Linked to original sources

3D Reconstruction of Deformable Revolving Object under Heavy Hand Interaction

We reconstruct 3D deformable object through time, in the context of a live pottery making process where the crafter molds the object. Because the object suffers from heavy hand interaction, and is being deformed, classical techniques cannot be applied. We use particle energy optimization to estimate the object profile and benefit of the object radial symmetry to increase the robustness of the reconstruction to both occlusion and noise. Our method works with an unconstrained scalable setup with one or more depth sensors. We evaluate on our database (released upon publication) on a per-frame and temporal basis and shows it significantly outperforms state-of-the-art achieving 7.60mm average object reconstruction error. Further ablation studies demonstrate the effectiveness of our method.

cs.CV↗

3D Surface Reconstruction from Voxel-based Lidar Data

To achieve fully autonomous navigation, vehicles need to compute an accurate model of their direct surrounding. In this paper, a 3D surface reconstruction algorithm from heterogeneous density 3D data is presented. The proposed method is based on a TSDF voxel-based representation, where an adaptive neighborhood kernel sourced on a Gaussian confidence evaluation is introduced. This enables to keep a good trade-off between the density of the reconstructed mesh and its accuracy. Experimental evaluations carried on both synthetic (CARLA) and real (KITTI) 3D data show a good performance compared to a state of the art method used for surface reconstruction.

cs.CV↗

End-to-End Race Driving with Deep Reinforcement Learning

We present research using the latest reinforcement learning algorithm for end-to-end driving without any mediated perception (object recognition, scene understanding). The newly proposed reward and learning strategies lead together to faster convergence and more robust driving using only RGB image from a forward facing camera. An Asynchronous Actor Critic (A3C) framework is used to learn the car control in a physically and graphically realistic rally game, with the agents evolving simultaneously on tracks with a variety of road structures (turns, hills), graphics (seasons, location) and physics (road adherence). A thorough evaluation is conducted and generalization is proven on unseen tracks and using legal speed limits. Open loop tests on real sequences of images show some domain adaption capability of our method.

cs.CV↗

Sparse and Dense Data with CNNs: Depth Completion and Semantic Segmentation

Convolutional neural networks are designed for dense data, but vision data is often sparse (stereo depth, point clouds, pen stroke, etc.). We present a method to handle sparse depth data with optional dense RGB, and accomplish depth completion and semantic segmentation changing only the last layer. Our proposal efficiently learns sparse features without the need of an additional validity mask. We show how to ensure network robustness to varying input sparsities. Our method even works with densities as low as 0.8% (8 layer lidar), and outperforms all published state-of-the-art on the Kitti depth completion benchmark.

cs.CV↗