Information matrix in 3D point cloud registration? - math

In Open3D library there is a function which calculates the information matrix, it uses 2 clouds, a transformation matrix (output of a registration algorithm) and a distance. I would like to understand the meaning of a information matrix in the context of 3D point cloud registration, for what is it used for?
I know how to calculate it, but just because I read the Wikipedia article. And I read some articles, but there's nothing to guide me.

The derivation of the information matrix comes from equation 8 in the paper:
Robust Reconstruction of Indoor Scenes, CVPR, 2015 by Choi et.
Basically it's used for computing the sum of squared distances between all correspondences, and the paper did an approximation to construct the informaiton matrix.
By the way, the approximation is also used as virtual pair approach in a 1996 paper:
Multiview Registration for Large Data Sets by Kari Pulli. Pay attention to figure 6 if you're interested.

As pointed by #Jing Zhao, the derivation comes from the Robust Reconstruction of Indoor Scenes, but yet a more detailed one can be found on Observability, Covariance and Uncertainty of ICP Scan Matching by Barczyk, Bonnabel and Goulette, especially for the transformation linearization parts.

Related

how does R choose eigenvectors?

When given a matrix with repeated eigenvalues, but non-defective, how does the R function eigen choose a basis for the eigenspace? Eg if I call eigen on the identity matrix, it gives me the standard basis. How did it choose that basis over any other orthonormal basis?
Still not a full answer, but digging a little deeper: the source code of eigen shows that for real, symmetric matrices it calls .Internal(La_rs(x, only.values))
The La_rs function is found here, and going through the code shows that it calls the LAPACK function dsyevr
The dsyevr function is documented here:
DSYEVR first reduces the matrix A to tridiagonal form T with a call
to DSYTRD. Then, whenever possible, DSYEVR calls DSTEMR to compute
the eigenspectrum using Relatively Robust Representations. DSTEMR
computes eigenvalues by the dqds algorithm, while orthogonal
eigenvectors are computed from various "good" L D L^T representations
(also known as Relatively Robust Representations).
The comments provide this link that gives more expository detail:
The next task is to compute an eigenvector for $\lambda - s$. For each $\hat{\lambda}$ the algorithm computes, with care, an optimal twisted factorization
...
obtained by implementing triangular factorization both from top down and bottom up and joining them at a well chosen index r ...
[emphasis added]. The emphasized words suggest that there are some devils in the details; if you want to go further down the rabbit hole, it looks like the internal dlarrv function is where the eigenvectors actually get calculated ...
For more details, see DSTEMR's documentation and:
Inderjit S. Dhillon and Beresford N. Parlett: "Multiple representations
to compute orthogonal eigenvectors of symmetric tridiagonal matrices,"
Linear Algebra and its Applications, 387(1), pp. 1-28, August 2004.
Inderjit Dhillon and Beresford Parlett: "Orthogonal Eigenvectors and
Relative Gaps," SIAM Journal on Matrix Analysis and Applications, Vol. 25, 2004. Also LAPACK Working Note 154.
Inderjit Dhillon: "A new O(n^2) algorithm for the symmetric
tridiagonal eigenvalue/eigenvector problem",
Computer Science Division Technical Report No. UCB/CSD-97-971,
UC Berkeley, May 1997.
It probably uses some algorithm written in FORTRAN a long time ago.
I suspect there is a procedure which is performed on the matrix to adjust it into a form from which eigenvalues and eigenvectors can be easily determined. I also suspect that this procedure won't need to do anything to an identity matrix to get it into the required form and so the eigenvalues and eigenvectors are just read off immediately.
In the general case of degenerate eigenvalues the answers you get will depend on the details of this algorithm. I doubt there is any choice being made - it's just whatever it spits out first.

8 point algorithm for estimating Fundamental Matrix

I'm watching a lecture about estimating the fundamental matrix for use in stereo vision using the 8 point algorithm. I understand that once we recover the fundamental matrix between two cameras we can compute the epipolar line on one camera given a point on the other. To my understanding this epipolar line (after it's been rectified) makes it easy to find feature correspondences, because we are simply matching features along a 1D line.
The confusion comes from the fact that 8-point algorithm itself requires at least 8 feature correspondences to estimate the Fundamental Matrix.
So, we are finding point correspondences to recover a matrix that is used to find point correspondences?
This seems like a chicken-egg paradox so I guess I'm misunderstanding something.
The fundamental matrix can be precomputed. This leads to two advantages:
You can use a nice environment in which features can be matched easily (like using a chessboard) to compute the fundamental matrix.
You can use more computationally expensive operations like a sequence of SIFT, FLANN and RANSAC across the entire image since you only need to do that once.
After getting the fundamental matrix, you can find correspondences in a noisy environment more efficiently than using the same method when you compute the fundamental matrix.

Genetic Algorithms Introduction

Starting off let me clarify that i have seen This Genetic Algorithm Resource question and it does not answer my question.
I am doing a project in Bioinformatics. I have to take data about the NMR spectrum of a cell(E. Coli) and find out what are the different molecules(metabolites) present in the cell.
To do this i am going to be using Genetic Algorithms in R language. I DO NOT have the time to go through huge books on Genetic algorithms. Heck! I dont even have time to go through little books.(That is what the linked question does not answer)
So i need to know of resources which will help me understand quickly what it is Genetic Algorithms do and how they do it. I have read the Wikipedia entry ,this webpage and also a couple of IEEE papers on the subject.
Any working code in R(even in C) or pointers to which R modules(if any) to be used would be helpful.
A brief (and opinionated) introduction to genetic algorithms is at http://www.burns-stat.com/pages/Tutor/genetic.html
A simple GA written in R is available at http://www.burns-stat.com/pages/Freecode/genopt.R The "documentation" is in 'S Poetry' http://www.burns-stat.com/pages/Spoetry/Spoetry.pdf and the code.
I assume from your question you have some function F(metabolites) which yields a spectrum but you do not have the inverse function F'(spectrum) to get back metabolites. The search space of metabolites is large so rather than brute force it you wish to try an approximate method (such as a genetic algorithm) which will make a more efficient random search.
In order to apply any such approximate method you will have to define a score function which compares the similarity between the target spectrum and the trial spectrum. The smoother this function is the better the search will work. If it can only yield true/false it will be a purely random search and you'd be better off with brute force.
Given the F and your score (aka fitness) function all you need to do is construct a population of possible metabolite combinations, run them all through F, score all the resulting spectrums, and then use crossover and mutation to produce a new population that combines the best candidates. Choosing how to do the crossover and mutation is generally domain specific because you can speed the process greatly by avoiding the creation of nonsense genomes. The best mutation rate is going to be very small but will also require tuning for your domain.
Without knowing about your domain I can't say what a single member of your population should look like, but it could simply be a list of metabolites (which allows for ordering and duplicates, if that's interesting) or a string of boolean values over all possible metabolites (which has the advantage of being order invariant and yielding obvious possibilities for crossover and mutation). The string has the disadvantage that it may be more costly to filter out nonsense genes (for example it may not make sense to have only 1 metabolite or over 1000). It's faster to avoid creating nonsense rather than merely assigning it low fitness.
There are other approximate methods if you have F and your scoring function. The simplest is probably Simulated Annealing. Another I haven't tried is the Bees Algorithm, which appears to be multi-start simulated annealing with effort weighted by fitness (sort of a cross between SA and GA).
I've found the article "The science of computing: genetic algorithms", by Peter J. Denning (American Scientist, vol 80, 1, pp 12-14). That article is simple and useful if you want to understand what genetic algorithms do, and is only 3 pages to read!!

What is the purpose in this part of the Monte Carlo path tracing algorithm?

In all of the simple algorithms for path tracing using lots of monte carlo samples the tracing the path part of the algorithm randomly chooses between returning with the emitted value for the current surface and continuing by tracing another ray from that surface's hemisphere (for example in the slides here). Like so:
TracePath(p, d) returns (r,g,b) [and calls itself recursively]:
Trace ray (p, d) to find nearest intersection p’
Select with probability (say) 50%:
Emitted:
return 2 * (Le_red, Le_green, Le_blue) // 2 = 1/(50%)
Reflected:
generate ray in random direction d’
return 2 * fr(d ->d’) * (n dot d’) * TracePath(p’, d’)
Is this just a way of using russian roulette to terminate a path while remaining unbiased? Surely it would make more sense to count the emissive and reflective properties for all ray paths together and use russian roulette just to decide whether to continue tracing or not.
And here's a follow up question: why do some of these algorithms I'm seeing (like in the book 'Physically Based Rendering Techniques') only compute emission once, instead of taking in to account all the emissive properties on an object? The rendering equation is basically
L_o = L_e + integral of (light exiting other surfaces in to the hemisphere of this surface)
which seems like it counts the emissive properties in both this L_o and the integral of all the other L_o's, so the algorithms should follow.
In reality, the single emission vs. reflection calculation is a bit too simplistic. To answer the first question, the coin-flip is used to terminate the ray but it leads to much greater biases. The second question is a bit more complex....
In the abstract of Shirley, Wang and Zimmerman TOG 94, the authors briefly summarize the benefits and complexities of Monte Carlo sampling:
In a distribution ray tracer, the crucial part of the direct lighting
calculation is the sampling strategy for shadow ray testing. Monte
Carlo integration with importance sampling is used to carry out this
calculation. Importance sampling involves the design of
integrand-specific probability density functions which are used to
generate sample points for the numerical quadrature. Probability
density functions are presented that aid in the direct lighting
calculation from luminaires of various simple shapes. A method for
defining a probability density function over a set of luminaires is
presented that allows the direct lighting calculation to be carried
out with one sample, regardless of the number of luminaires.
If we start dissecting that abstract, here are some of the important points:
Lights aren't points: in real life, we're almost never dealing with a point light source (e.g., a single LED).
Shadows are usually soft: this is a consequence of the non-point lights. It's very rare to see a truly hard-edged shadow in real life.
Noise (especially bright sampling artifacts) are disproportionately distracting: humans have a lot of intuition about how things should look. Look at slide 5 (the glass sphere on a table) in the OP's linked presentation. Note the bright specks in the shadow.
When rendering for more visual realism, both of the sets of reflected visibility rays and lighting calculation rays must be sampled and weighted according to the surface's bidirectional reflectance distribution function.
Note that this is a guided sampling method that's distinctly different from the original question's "generate ray in random direction" method in that it is both:
More accurate: the images in the linked PDF suffer a bit from the PDF process. Figure 10 is a reasonable representation of the original - note that lack of bright speckle artifacts that you will sometimes see (as in figure 5 of the original presentation).
Significantly faster: as the original presentation notes, unguided Monte Carlo sampling can take quite a while to converge. More sampling rays = much more computation = more time.
After reading the slides (thank you for posting), I'll amend my answer as best I can.
Is this just a way of using russian roulette to terminate a path
while remaining unbiased? Surely it would make more sense to count
the emissive and reflective properties for all ray paths together
and use russian roulette just to decide whether to continue tracing
or not.
Perhaps the emitted and reflected properties are treated differently because the reflected path depends on the incident path in a way that emitted paths do not (at least for a spectral surface). Does the algorithm take a Bayesian approach and use prior information about the incidence angle as a prior for predicting the reflective angle? Or is this a Feynman integration over all paths to come up with a probability? It's hard to tell without digging deeper into the details of the theory.
My earlier black body comment is quite incorrect. I see that the slides talk about (R, G, B) components; black body emissivities are integrated over all wavelengths.
And here's a follow up question: why do some of these algorithms I'm
seeing (like in the book 'Physically Based Rendering Techniques')
only compute emission once, instead of taking in to account all the
emissive properties on an object? The rendering equation is
basically
L_o = L_e + integral of (light exiting other surfaces in to the
hemisphere of this surface)
A single emissivity for the surface would assume that there's no functional relationship on wavelength or direction. I don't know how significant it is for rendering photo-realistic images.
The ones that are posted are certainly impressive. I wonder how different they would look if the complexities that you have in mind were included?
Thank you for posting a nice question - I'm voting it up. It's been a long time since I've thought about this kind of problem. I wish I could be more helpful.
Yes that is a very basic implementation of Russian Roulette, though normally the probability of terminating would take into account the light intensity (i.e. less light means the value contributes less to the final summation so use a higher probability of terminating).

Which particular software development tasks have you used math for? And which branch of math did you use?

I'm not looking for a general discussion on if math is important or not for programming.
Instead I'm looking for real world scenarios where you have actually used some branch of math to solve some particular problem during your career as a software developer.
In particular, I'm looking for concrete examples.
I frequently find myself using De Morgan's theorem when as well as general Boolean algebra when trying to simplify conditionals
I've also occasionally written out truth tables to verify changes, as in the example below (found during a recent code review)
(showAll and s.ShowToUser are both of type bool.)
// Before
(showAll ? (s.ShowToUser || s.ShowToUser == false) : s.ShowToUser)
// After!
showAll || s.ShowToUser
I also used some basic right-angle trigonometry a few years ago when working on some simple graphics - I had to rotate and centre a text string along a line that could be at any angle.
Not revolutionary...but certainly maths.
Linear algebra for 3D rendering and also for financial tools.
Regression analysis for the same financial tools, like correlations between financial instruments and indices, and such.
Statistics, I had to write several methods to get statistical values, like the F Probability Distribution, the Pearson product moment coeficient, and some Linear Algebra correlations, interpolations and extrapolations for implementing the Arbitrage pricing theory for asset pricing and stocks.
Discrete math for everything, linear algebra for 3D, analysis for physics especially for calculating mass properties.
[Linear algebra for everything]
Projective geometry for camera calibration
Identification of time series / statistical filtering for sound & image processing
(I guess) basic mechanics and hence calculus for game programming
Computing sizes of caches to optimize performance. Not as simple as it sounds when this is your critical path, and you have to go back and work out the times saved by using the cache relative to its size.
I'm in medical imaging, and I use mostly linear algebra and basic geometry for anything related to 3D display, anatomical measurements, etc...
I also use numerical analysis for handling real-world noisy data, and a good deal of statistics to prove algorithms, design support tools for clinical trials, etc...
Games with trigonometry and AI with graph theory in my case.
Graph theory to create a weighted graph to represent all possible paths between two points and then find the shortest or most efficient path.
Also statistics for plotting graphs and risk calculations. I used both Normal distribution and cumulative normal distribution calculations. Pretty commonly used functions in Excel I would guess but I actully had to write them myself since there is no built-in support in the .NET libraries. Sadly the built in Math support in .NET seem pretty basic.
I've used trigonometry the most and also a small amount a calculus, working on overlays for GIS (mapping) software, comparing objects in 3D space, and converting between coordinate systems.
A general mathematical understanding is very useful if you're using 3rd party libraries to do calculations for you, as you ofter need to appreciate their limitations.
i often use math and programming together, but the goal of my work IS the math so use software to achive that.
as for the math i use; mostly Calculus (FFT's analysing continuous and discrete signals) with a slash of linar algebra (CORDIC) to do trig on a MCU with no floating point chip.
I used a analytic geometry for simple 3d engine in opengl in hobby project on high school.
Some geometry computation i had used for dynamic printing reports, where was another 90° angle layout than.
A year ago I used some derivatives and integrals for store analysis (product item movement in store).
Bot all the computation can be found on internet or high-school book.
Statistics mean, standard-deviation, for our analysts.
Linear algebra - particularly gauss-jordan elimination and
Calculus - derivatives in the form of difference tables for generating polynomials from a table of (x, f(x))
Linear algebra and complex analysis in electronic engineering.
Statistics in analysing data and translating it into other units (different project).
I used probability and log odds (log of the ratio of two probabilities) to classify incoming emails into multiple categories. Most of the heavy lifting was done by my colleague Fidelis Assis.
Real world scenarios: better rostering of staff, more efficient scheduling of flights, shortest paths in road networks, optimal facility/resource locations.
Branch of maths: Operations Research. Vague definition: construct a mathematical model of a (normally complex) real world business problem, and then use mathematical tools (e.g. optimisation, statistics/probability, queuing theory, graph theory) to interrogate this model to aid in the making of effective decisions (e.g. minimise cost, maximise efficency, predict outcomes etc).
Statistics for scientific data analyses such as:
calculation of distributions, z-standardisation
Fishers Z
Reliability (Alpha, Kappa, Cohen)
Discriminance analyses
scale aggregation, poling, etc.
In actual software development I've only really used quite trivial linear algebra, geometry and trigonometry. Certainly nothing more advanced than the first college course in each subject.
I have however written lots of programs to solve really quite hard math problems, using some very advanced math. But I wouldn't call any of that software development since I wasn't actually developing software. By that I mean that the end result wasn't the program itself, it was an answer. Basically someone would ask me what is essentially a math question and I'd write a program that answered that question. Sure I’d keep the code around for when I get asked the question again, and sometimes I’d send the code to someone so that they could answer the question themselves, but that still doesn’t count as software development in my mind. Occasionally someone would take that code and re-implement it in an application, but then they're the ones doing the software development and I'm the one doing the math.
(Hopefully this new job I’ve started will actually let me to both, so we’ll see how that works out)

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