Junkai Niu

CV
h-index4
4papers
63citations
Novelty46%
AI Score42

4 Papers

ROMay 7, 2024Code
IMU-Aided Event-based Stereo Visual Odometry

Junkai Niu, Sheng Zhong, Yi Zhou

Direct methods for event-based visual odometry solve the mapping and camera pose tracking sub-problems by establishing implicit data association in a way that the generative model of events is exploited. The main bottlenecks faced by state-of-the-art work in this field include the high computational complexity of mapping and the limited accuracy of tracking. In this paper, we improve our previous direct pipeline \textit{Event-based Stereo Visual Odometry} in terms of accuracy and efficiency. To speed up the mapping operation, we propose an efficient strategy of edge-pixel sampling according to the local dynamics of events. The mapping performance in terms of completeness and local smoothness is also improved by combining the temporal stereo results and the static stereo results. To circumvent the degeneracy issue of camera pose tracking in recovering the yaw component of general 6-DoF motion, we introduce as a prior the gyroscope measurements via pre-integration. Experiments on publicly available datasets justify our improvement. We release our pipeline as an open-source software for future research in this field.

CVOct 12, 2024
ESVO2: Direct Visual-Inertial Odometry with Stereo Event Cameras

Junkai Niu, Sheng Zhong, Xiuyuan Lu et al.

Event-based visual odometry is a specific branch of visual Simultaneous Localization and Mapping (SLAM) techniques, which aims at solving tracking and mapping subproblems (typically in parallel), by exploiting the special working principles of neuromorphic (i.e., event-based) cameras. Due to the motion-dependent nature of event data, explicit data association (i.e., feature matching) under large-baseline view-point changes is difficult to establish, making direct methods a more rational choice. However, state-of-the-art direct methods are limited by the high computational complexity of the mapping sub-problem and the degeneracy of camera pose tracking in certain degrees of freedom (DoF) in rotation. In this paper, we tackle these issues by building an event-based stereo visual-inertial odometry system on top of a direct pipeline. Specifically, to speed up the mapping operation, we propose an efficient strategy for sampling contour points according to the local dynamics of events. The mapping performance is also improved in terms of structure completeness and local smoothness by merging the temporal stereo and static stereo results. To circumvent the degeneracy of camera pose tracking in recovering the pitch and yaw components of general 6-DoF motion, we introduce IMU measurements as motion priors via pre-integration. To this end, a compact back-end is proposed for continuously updating the IMU bias and predicting the linear velocity, enabling an accurate motion prediction for camera pose tracking. The resulting system scales well with modern high-resolution event cameras and leads to better global positioning accuracy in large-scale outdoor environments. Extensive evaluations on five publicly available datasets featuring different resolutions and scenarios justify the superior performance of the proposed system against five state-of-the-art methods.

64.9ROApr 27
Event-based SLAM Benchmark for High-Speed Maneuvers

Sheng Zhong, Junkai Niu, Guillermo Gallego et al.

Event-based cameras are bio-inspired sensors with pixels that independently and asynchronously respond to brightness changes at microsecond resolution, offering the potential to handle visual tasks in high-speed maneuvering scenarios. Existing event-based approaches, although successful in mitigating motion blur caused by high-speed maneuvers, suffer from many limitations. Some of them highlight a success of pose tracking for a fronto-parallel fast shaking camera closed to the structure, while others assume pure (optionally aggressive) three-degree-of-freedom rotations. The former requires persistent local map visibility within the field of view (FOV), whereas the latter fails to generalize to six-degree-of-freedom (6-DoF) motions where both linear and angular velocities may be large. Consequently, current successes do not fully demonstrate that event-based state estimation under arbitrary aggressive maneuvers is a fully solved problem. To quantitatively assess the extent to which the potential of event cameras has been unlocked, we conduct a thorough analysis of state-of-the-art (SOTA) event-based visual odometry (VO)/visual-inertial odometry (VIO) methods and report shortcomings in current public datasets. Furthermore, we introduce a benchmarking framework for event-based state estimation, called EvSLAM, characterized by sufficient variation in data collection platforms, diverse extreme lighting scenarios, and a wide scope of challenging motion patterns under a clear and rigorous definition of high-speed maneuvers for mobile robots, along with a novel evaluation metric designed to fairly assess the operational limits of event-based solutions. This framework benchmarks state-of-the-art methods, yielding insights into optimal architectures and persistent challenges.

CVSep 16, 2025
MemGS: Memory-Efficient Gaussian Splatting for Real-Time SLAM

Yinlong Bai, Hongxin Zhang, Sheng Zhong et al.

Recent advancements in 3D Gaussian Splatting (3DGS) have made a significant impact on rendering and reconstruction techniques. Current research predominantly focuses on improving rendering performance and reconstruction quality using high-performance desktop GPUs, largely overlooking applications for embedded platforms like micro air vehicles (MAVs). These devices, with their limited computational resources and memory, often face a trade-off between system performance and reconstruction quality. In this paper, we improve existing methods in terms of GPU memory usage while enhancing rendering quality. Specifically, to address redundant 3D Gaussian primitives in SLAM, we propose merging them in voxel space based on geometric similarity. This reduces GPU memory usage without impacting system runtime performance. Furthermore, rendering quality is improved by initializing 3D Gaussian primitives via Patch-Grid (PG) point sampling, enabling more accurate modeling of the entire scene. Quantitative and qualitative evaluations on publicly available datasets demonstrate the effectiveness of our improvements.