Generating compact representations of static scenes by means of 3D object hierarchies |
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Authors: | Angel Domingo Sappa Miguel Angel Garcia |
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Affiliation: | (1) Computer Vision Center, Edifici O Campus UAB, 08193, Bellaterra, Barcelona, Spain;(2) Department of Informatics Engineering, Autonomous University of Madrid, Cra. Colmenar Viejo, Km. 15, 28049 Madrid, Spain |
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Abstract: | This paper presents a new heuristic algorithm for computing a compact hierarchical representation of the objects contained
in a 3D static scene. The algorithm first builds a fully-connected adjacency graph that keeps the costs of grouping the different
pairs of objects of the scene. Afterward, the graph’s minimum spanning tree is computed and its edges sorted in ascending
order according to their cost. Next, from that sorted list, a cost-based clustering technique is applied, thus generating
new objects at a higher level in the hierarchy. A new object can be defined after merging two or more objects according to
their corresponding linking costs. The algorithm starts over by generating a new adjacency graph from those new objects, along
with the objects that could not be merged before. The iterative process is applied until an adjacency graph with a single
object is obtained. The latter is the root of the hierarchical representation. Balance and coherence of the hierarchy, in
which spatially close objects are also structurally close, is achieved by defining an appropriate cost function. The proposed
technique is evaluated upon several 3D scenes and compared to a previous technique. In addition, the benefits of the proposed
technique with respect to techniques based on octrees and kd-trees are analyzed in terms of a practical application. |
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Keywords: | World modeling Object clustering Hierarchical representation Minimum spanning tree Minimum distance computation |
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