How to handle missing data in structure from motion optimization/bundle adjustment - math

I am working on a structure from motion application and I am tracking a number of markers placed on the object to determine the rigid structure of the object.
The app is essentially using standard Levenberg-Marquardt optimization over multiple camera views and minimizing the differences between expected marker points and the marker points obtained in 2D from each view.
For each marker point and each view the following function is minimised:
double diff = calculatedXY[index] - observedXY[index]
Where calculatedXY value depends on a number of unknown parameters that need to be found via the optimization and observedXY is the marker point position in 2D. In total I have (marker points * views) number of functions like the one above that I am aiming to minimise.
I have coded up a simulation of the camera seeing all the marker points but I was wondering how to handle the cases when during running the points are not visible due to lighting, occlusion or just not being in the camera view. In the real running of the app I will be using a web cam to view the object so it is likely that not all markers will be visible at once and depending on how robust my computer vision algorithm is, I might not be able to detect a marker all the time.
I thought of setting the diff value to be 0 (sigma squared difference = 0) in the case where the marker point could not be observed, could this skew the results however?
Another thing I noticed is that the algorithm is not as good when presented with too many views. It is more likely to estimate a bad solution when presented with too many views. Is this a common problem with bundle adjustment due to the increased likeliness of hitting a local minimum when presented with too many views?

It is common practice to just leave out terms corresponding to missing markers. Ie. don't try to minimise calculateXY-observedXY if there is no observedXY term. There's no need to set anything to zero, you shouldn't even be considering this term in the first place - just skip it (or, I guess in your code, it's equivalent to set the error to zero).
Bundle adjustment can fail terribly if you simply throw a large number of observations at it. Build your solution up incrementally by solving with a few views first and then keep on adding.
You might want to try some kind of 'robust' approach. Instead of using least squares, use a "loss function"1. These allow your optimisation to survive even if there are a handful of observations that are incorrect. You can still do this in a Levenberg-Marquardt framework, you just need to incorporate the derivative of your loss function into the Jacobian.

Related

Dymos: Is it possible to optimise a design_parameter?

Such as in the 'racecar' example, could I set a lower and upper limit for the 'mass' design_parameter and then optimise the vehicle mass while solving the optimal control problem?
I see that there is an "opt" argument for phase.add_design_parameter() but when I run the problem with opt=True the value stays static. Do I need another layer to the solver that optimises this value?
This feature would be useful for allocating budgets to design decisions (e.g. purchasing a lighter chassis), and tuning parameters such as gear ratio.
It's absolutely possible, and in fact that is the intent of the opt flag on design parameters.
Just to make sure things are working as expected, when you have a design parameter with opt=True, make sure it shows up as one of the optimizer's design variables by invoking list_problem_vars on the problem instance after run_model. The documentation for list_problem_vars is here.
If it shows up as a design variable but the optimizer is refusing to change it, it could be that it sees no sensitivity wrt that variable. This could be due to
incorrectly defined derivatives in the model (wrong partials)
poor scaling (the sensitivity of the objective/constraints wrt the design parameter may be miniscule in the optimizer's units
sometimes by nature of the problem, a certain input has little to no impact on the result (this is probably the least likely here).
Things you can try:
run problem.check_totals (make sure to call problem.run_model first) and see if any of the total derivatives appear to be incorrect.
run problem.driver.scaling_report and verify that the values are not negligible in the units in which the optimizer sees them. If they're really small at the starting point, then it may be appropriate to scale the design parameter smaller (set ref to a smaller number like 0.01) so that a small change from the optimizer's perspective results in a larger change within the model.
If things don't appear to be working after trying this and I'll work with you to figure this out.

ITK-SNAP segmentation displays same intensity value even after registration

I'm using ITK-SNAP to compare the intensities of several Regions of Interest between several conditions.
For some subjects, I need to realign one image to another by using the Registration tool.
However, I noticed that the intensity values of a specific segmentation that I drew on the reference image doesn't change no matter how I register.
The value will be different between the two images, but even if I manually register the second image to something completely off, it will stay the same.
Is it possible to get the actual mean intensity of my segmentation depending on where it is on the registered image ?
Segmentation menu, option "Volumes and Statistics..." should show you what you are looking for.
Registration does not impact the intensity. Depending on how you transform your image, it affects the location and coordination of your voxels! It does not play with the intensities! It may reform, or reshape, rotate, or translate the image. If you expect different intensities after registration, you need to apply some other techniques rather than registration! because all the transformation matrix are applied on the coordination and location. You should play with the other features of your data!
There are some registration methods which influence the intensities but they are not used in ITKSNAP for example. You should look for its special package.
For example this paper is on:
Intensity based image registration by minimizing the complexity of weighted subtraction under illumination changes
Which is specifically playing with the intensities for fusion.
https://www.sciencedirect.com/science/article/abs/pii/S1746809415001755
Other example is this matlab script for Intensity based automatic registration, The process begins with the transform type you specify and an internally determined transformation matrix. Together, they determine the specific image transformation that is applied to the moving image with bilinear interpolation.
https://www.sciencedirect.com/science/article/abs/pii/S1746809415001755

How do I generate a waypoint map in a 2D platformer without expensive jump simulations?

I'm working on a game (using Game Maker: Studio Professional v1.99.355) that needs to have both user-modifiable level geometry and AI pathfinding based on platformer physics. Because of this, I need a way to dynamically figure out which platforms can be reached from which other platforms in order to build a node graph I can feed to A*.
My current approach is, more or less, this:
For each platform consider each other platform in the level.
For each of those platforms, if it is obviously unreachable (due to being higher than the maximum jump height, for example) do not form a link and move on to next platform.
If a link seems possible, place an ai_character instance on the starting platform and (within the current step event) simulate a jump attempt.
3.a Repeat this jump attempt for each possible starting position on the starting platform.
If this attempt is successful, record the data necessary to replicate it in real time and move on to the next platform.
If not, do not form a link.
Repeat for all platforms.
This approach works, more or less, and produces a link structure that when visualised looks like this:
linked platforms (Hyperlink because no rep.)
In this example the mostly-concealed pink ghost in the lower right corner is trying to reach the black and white box. The light blue rectangles are just there to highlight where recognised platforms are, the actual platforms are the rows of grey boxes. Link lines are green at the origin and red at the destination.
The huge, glaring problem with this approach is that for a level of only 17 platforms (as shown above) it takes over a second to generate the node graph. The reason for this is obvious, the yellow text in the screen centre shows us how long it took to build the graph: over 24,000(!) simulated frames, each with attendant collision checks against every block - I literally just run the character's step event in a while loop so everything it would normally do to handle platformer movement in a frame it now does 24,000 times.
This is, clearly, unacceptable. If it scales this badly at a mere 17 platforms then it'll be a joke at the hundreds I need to support. Heck, at this geometric time cost it might take years.
In an effort to speed things up, I've focused on the other important debugging number, the tests counter: 239. If I simply tried every possible combination of starting and destination platforms, I would need to run 17 * 16 = 272 tests. By figuring out various ways to predict whether a jump is impossible I have managed to lower the number of expensive tests run by a whopping 33 (12%!). However the more exceptions and special cases I add to the code the more convinced I am that the actual problem is in the jump simulation code, which brings me at long last to my question:
How would you determine, with complete reliability, whether it is possible for a character to jump from one platform to another, preferably without needing to simulate the whole jump?
My specific platform physics:
Jumps are fixed height, unless you hit a ceiling.
Horizontal movement has no acceleration or inertia.
Horizontal air control is allowed.
Further info:
I found this video, which describes a similar problem but which doesn't provide a good solution. This is literally the only resource I've found.
You could limit the amount of comparisons by only comparing nearby platforms. I would probably only check the horizontal distance between platforms, and if it is wider than the longest jump possible, then don't bother checking for a link between those two. But you might have done this since you checked for the max height of a jump.
I glanced at the video and it gave me an idea. Instead of looking at all platforms to find which jumps are impossible, what if you did the opposite? Try placing an AI character on all platforms and see which other platforms they can reach. That's certainly easier to implement if your enemies can't change direction in midair though. Oh well, brainstorming is the key to finding something.
Several ideas you could try out:
Limit the amount of comparisons you need to make by using a spatial data structure, like a quad tree. This would allow you to severely limit how many platforms you're even trying to check. This is mostly the same as what you're currently doing, but a bit more generic.
Try to pre-compute some jump trajectories ahead of time. This will not catch all use cases that you have - as you allow for full horizontal control - but might allow you to catch some common cases more quickly
Consider some kind of walkability grid instead of a link generation scheme. When geometry is modified, compute which parts of the level are walkable and which are not, with some resolution (something similar to the dimensions of your agent might be good starting point). You could also filter them with a height, so that grid tiles that are higher than your jump height, and you can't drop from a higher place on to them, are marked as unwalkable. Then, when you compute your pathfinding, as part of your pathfinding step you can compute when you start a jump, if a path is actually executable ('start a jump, I can go vertically no more than 5 tiles, and after the peak of the jump, i always fall down vertically with some speed).

Problem with huge objects in a quad tree

Let's say I have circular objects. Each object has a diameter of 64 pixels.
The cells of my quad tree are let's say 96x96 pixels.
Everything will be fine and working well when I check collision from the cell a circle is residing in + all it's neighbor cells.
BUT what if I have one circle that has a diameter of 512 pixels? It would cover many cells and thus this would be a problem when checking only the neighbor cells. But I can't re-size my quad-tree-grid every time a much larger object is inserted into the tree...
Instead och putting objects into a single cell put them in all cells they collide with. That way you can just test each cell individually. Use pointers to the object so you dont create copies. Also you only need to do this with leavenodes, so no need to combine data contained in higher nodes with lower ones.
This an interesting problem. Maybe you can extend the node or the cell with a tree height information? If you have an object bigger then the smallest cell nest it with the tree height. That's what map's application like google or bing maps does.
Here a link to a similar solution: http://www.gamedev.net/topic/588426-2d-quadtree-collision---variety-in-size. I was confusing the screen with the quadtree. You can check collision with a simple recusion.
Oversearching
During the search, and starting with the largest objects first...
Test Object.Position.X against QuadTreeNode.Centre.X, and also
test Object.Position.Y against QuadTreeNode.Centre.Y;
... Then, by taking the Absolute value of the difference, treat the object as lying within a specific child node whenever the absolute value is NOT more than the radius of the object...
... that is, when some portion of the object intrudes into that quad : )
The same can be done with AABB (Axis Aligned Bounding Boxes)
The only real caveat here is that VERY large objects that cover most of the screen, will force a search of the entire tree. In these cases, a different approach may be called for.
Of course, this only takes care of the object that everything else is being tested against. To ensure that all the other large objects in the world are properly identified, you will need to alter your quadtree slightly...
Use Multiple Appearances
In this variation on the QuadTree we ONLY place objects in the leaf nodes of the QuadTree, as pointers. Larger objects may appear in multiple leaf nodes.
Since some objects have multiple appearances in the tree, we need a way to avoid them once they've already been tested against.
So...
A simple Boolean WasHit flag can avoid testing the same object multiple times in a hit-test pass... and a 'cleanup' can be run on all 'hit' objects so that they are ready for the next test.
Whilst this makes sense, it is wasteful if performing all-vs-all hit-tests
So... Getting a little cleverer, we can avoid having any cleanup at all by using a Pointer 'ptrLastObjectTestedAgainst' inside of each object in the scene. This avoids re-testing the same objects on this run (the pointer is set after the first encounter)
It does not require resetting when testing a new object against the scene (the new object has a different pointer value than the last one). This avoids the need to reset the pointer as you would with a simple Bool flag.
I've used the latter approach in scenes with vastly different object sizes and it worked well.
Elastic QuadTrees
I've also used an 'elastic' QuadTree. Basically, you set a limit on how many items can IDEALLY fit in each QuadTreeNode - But, unlike a standard QuadTree, you allow the code to override this limit in specific cases.
The overriding rule here is that an object may NOT be placed into a Node that cannot hold it ENTIRELY... with the top node catching any objects that are larger than the screen.
Thus, small objects will continue to 'fall through' to form a regular QuadTree but large objects will not always fall all the way through to the leaf node - but will instead expand the node that last fitted them.
Think of the non-leaf nodes as 'sieving' the objects as they fall down the tree
This turns out to be a very efficient choice for many scenarios : )
Conclusion
Remember that these standard algorithms are useful general tools, but they are not a substitute for thinking about your specific problem. Do not fall into the trap of using a specific algorithm or library 'just because it is well known' ... your application is unique, and it may benefit from a slightly different approach.
Therefore, don't just learn to apply algorithms ... learn from those algorithms, and apply the principles themselves in novel and fitting ways. These are NOT the only tools, nor are they necessarily the best fit for your application.
Hope some of those ideas helped.

Fixed vs. variable frame rates in games: what is best, and when?

After working for a while developing games, I've been exposed to both variable frame rates (where you work out how much time has passed since the last tick and update actor movement accordingly) and fixed frame rates (where you work out how much time has passed and choose either to tick a fixed amount of time or sleep until the next window comes).
Which method works best for specific situations? Please consider:
Catering to different system specifications;
Ease of development/maintenance;
Ease of porting;
Final performance.
I lean towards a variable framerate model, but internally some systems are ticked on a fixed timestep. This is quite easy to do by using a time accumulator. Physics is one system which is best run on a fixed timestep, and ticked multiple times per frame if necessary to avoid a loss in stability and keep the simulation smooth.
A bit of code to demonstrate the use of an accumulator:
const float STEP = 60.f / 1000.f;
float accumulator = 0.f;
void Update(float delta)
{
accumulator += delta;
while(accumulator > STEP)
{
Simulate(STEP);
accumulator -= STEP;
}
}
This is not perfect by any means but presents the basic idea - there are many ways to improve on this model. Obviously there are issues to be sorted out when the input framerate is obscenely slow. However, the big advantage is that no matter how fast or slow the delta is, the simulation is moving at a smooth rate in "player time" - which is where any problems will be perceived by the user.
Generally I don't get into the graphics & audio side of things, but I don't think they are affected as much as Physics, input and network code.
It seems that most 3D developers prefer variable FPS: the Quake, Doom and Unreal engines both scale up and down based on system performance.
At the very least you have to compensate for too fast frame rates (unlike 80's games running in the 90's, way too fast)
Your main loop should be parameterized by the timestep anyhow, and as long as it's not too long, a decent integrator like RK4 should handle the physics smoothly Some types of animation (keyframed sprites) could be a pain to parameterize. Network code will need to be smart as well, to avoid players with faster machines from shooting too many bullets for example, but this kind of throttling will need to be done for latency compensation anyhow (the animation parameterization would help hide network lag too)
The timing code will need to be modified for each platform, but it's a small localized change (though some systems make extremely accurate timing difficult, Windows, Mac, Linux seem ok)
Variable frame rates allow for maximum performance. Fixed frame rates allow for consistent performance but will never reach max on all systems (that's seems to be a show stopper for any serious game)
If you are writing a networked 3D game where performance matters I'd have to say, bite the bullet and implement variable frame rates.
If it's a 2D puzzle game you probably can get away with a fixed frame rate, maybe slightly parameterized for super slow computers and next years models.
One option that I, as a user, would like to see more often is dynamically changing the level of detail (in the broad sense, not just the technical sense) when framerates vary outside of a certian envelope. If you are rendering at 5FPS, then turn off bump-mapping. If you are rendering at 90FPS, increase the bells and whistles a bit, and give the user some prettier images to waste their CPU and GPU with.
If done right, the user should get the best experince out of the game without having to go into the settings screen and tweak themselves, and you should have to worry less, as a level designer, about keeping the polygon count the same across difference scenes.
Of course, I say this as a user of games, and not a serious one at that -- I've never attempted to write a nontrivial game.
The main problem I've encountered with variable length frame times is floating point precision, and variable frame times can surprise you in how they bite you.
If, for example, you're adding the frame time * velocity to a position, and frame time gets very small, and position is largish, your objects can slow down or stop moving because all your delta was lost due to precision. You can compensate for this using a separate error accumulator, but it's a pain.
Having fixed (or at least a lower bound on frame length) frame times allows you to control how much FP error you need to take into account.
My experience is fairly limited to somewhat simple games (developed with SDL and C++) but I have found that it is quite easy just to implement a static frame rate. Are you working with 2d or 3d games? I would assume that more complex 3d environments would benefit more from a variable frame rate and that the difficulty would be greater.

Resources