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[AMR] Finished summary for vision part
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@@ -11,7 +11,6 @@
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\renewcommand{\subsectionnumbering}{section}
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\renewcommand{\numberingpreset}{off}
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\renewcommand{\definitionShortNamingEN}{Def}
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\noverticalspacing
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\fboxsep 1pt
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\fboxrule 0.1pt
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@@ -23,6 +22,7 @@
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\begin{document}
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\noverticalspacing
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\vspace*{0mm}
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@@ -75,6 +75,8 @@
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\input{parts/04_vision/00_keypoints.tex}
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\input{parts/04_vision/01_bootstrapping.tex}
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\input{parts/04_vision/02_place-recognition.tex}
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\input{parts/04_vision/03_mapping.tex}
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\input{parts/04_vision/04_dense-tracking_loop-closure.tex}
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% \input{parts/04_vision/}
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\end{document}
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@@ -9,14 +9,12 @@ Find sol. for camera pose \textit{directly}
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Find good point in 3D. Fast sol: \bi{Midpoint Method}:
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\bi{1} Find p. along ray w/ min. dist (Lin. Least Squares)
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\rmvspace[0.7]
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\[
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\vec{\lambda}\! =\! [\lambda_1 \; \lambda_2]^\top\! = \! \argmin{} ||({_W}\vec{t}_{C_2} + \lambda_2 {_W}\vec{e}_2) - ({_W}\vec{t}_{C_1} + \lambda_1 {_W}\vec{e}_2)||^2
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\]
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\rmvspace[1]
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\rmvspace
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\bi{2} Solve normal equation $\mat{A} \vec{\lambda} = \vec{b}$ with $\vec{q} = -{_W}\vec{e}^\top_1 {_W}\vec{e}_2$:
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\rmvspace[0.7]
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\[
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\mat{A} = \begin{bmatrix}
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1 & \vec{q} \\
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@@ -29,5 +27,4 @@ Find good point in 3D. Fast sol: \bi{Midpoint Method}:
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\end{bmatrix}
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\]
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\rmvspace[0.7]
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\bi{3} Pick midp. ${_W}\vec{t}_P \! = \! 0.5(\tau_1 \! + \! \tau_2)$; $\tau_n \! = \! {_W}\vec{t}_{C_n} + \lambda_n{_W}\vec{e}_n)$
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@@ -0,0 +1,34 @@
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\newpage
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\subsection{Mapping}
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\bi{Problem Formulations} \textit{Localisation} {\scriptsize (always static given map)}:\\
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$\vec{x}^*_{R, k} = \text{argmax}\; \P(x_{R, k} \divider \vec{x}_M, \vec{z}_{1 : k}, \vec{u}_{1 : k})$ (recursive)\\
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$\vec{x}^*_{R, 1:k} = \text{argmax}\; \P(x_{R, 1:k} \divider \vec{x}_M, \vec{z}_{1 : k}, \vec{u}_{1 : k})$ (batch)
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\textit{SLAM} $\{ \vec{x}^*_{R, k}, \vec{x}^*_M \} \! = \! \text{argmax}\; \P(\vec{x}_R, \vec{x}_M \divider \vec{z}_{1 : k}, \vec{u}_{1 : k})$ (as $\uparrow$)
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\textit{Mapp.}: $\vec{x}_M^* \! = \! \text{argmax}\; \P(\vec{x}_M \divider \vec{x}^*_{R, 1:k}, \vec{z}_{1 : k}, \vec{u}_{1 : k})$ with given poses $\vec{x}^*_{R, 1:k}$.
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Thus temp. model $\vec{u}_{1:k}$ doesn't matter.
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\bi{Prob. Occ. Grid} $\P(f_j) = \P(\neg o_j) = 1 - \P(o_j)$, with $\P(o_j)$ prob. cell $j$ occupied; pairwise independent.
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\bi{Occ. Map. w/ depth sensor} $\P(o_j \divider \vec{x}_{R, 1:k}) =$
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\[
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\frac{
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{\color{MidnightBlue} \P(o_j \divider \vec{x}_{R, k}, \vec{z}_k)}
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\P(\vec{z}_k \divider \vec{x}_{R, k})
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{\color{ForestGreen} \P(o_j \divider \vec{x}_{R, 1 : k - 1}, \vec{z}_{1 : k - 1})}
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}{{\color{DarkOrchid} \P(o_j)} \P(\vec{z}_k \divider \vec{x}_{R, 1 : k}, \vec{z}_{1 : k - 1})}
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\]
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{\color{DarkOrchid} map prior}; {\color{ForestGreen} Prev. occ. est.}; {\color{MidnightBlue} Occ. based on curr. range meas.};
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\bi{Update function}:
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$l(a) := \log(\text{Odds}(a))$ with $\text{Odds}(a) = \frac{\P(a)}{1 - \P(a)}$ (inv. sensor model):
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$l(o_j | \vec{x}_{R, 1 : k}, \vec{z}_{1 : k})$ =
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\[
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l(o_j | \vec{x}_{R, k}, \vec{z}_k) + l(o_j | \vec{x}_{R, 1 : k - 1}, \vec{z}_{1 : k - 1}) - l(o_j)
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\]
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\shade{gray}{In 3D} 3D voxel $j$ as signed dist. $s$ and weight $w$, update:
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$\displaystyle s_k = \frac{w_{k - 1} s_{k - 1} + \tilde{s}_k}{w_{k - 1} + 1}$ with $w_k = \min(w_{\max}, w_{k - 1} + 1)$
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\bi{Impl.} Using HashTables or octree
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@@ -0,0 +1,2 @@
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\subsection{Dense Tracking and Loop Closure}
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Idea: Min. sum of sq. errors over all pixels w/ Gauss-Newton.
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