sons, we shall suppose that environments are given
by indoor or outdoor architectural scenes. In ordi-
nary architectural scenes it is easy to identify ob-
jects whose boundaries support elements for gener-
ating ”perspective maps” given by vanishing points,
perspective lines and perspective planes. A method-
ology for generating perspective maps is developed in
the §3. Perspective maps provide a 2
1
2
reconstruction.
Most of cameras can be considered as perspective de-
vices which project some part of the visible scene on
the camera plane.
Visual navigation is planned depending on the se-
lection of visual targets. Visual targets must be real-
time located and updated in a faithful representation
of the scene. To simplify, in this work we suppose
that the identification of visual targets or tasks to be
achieved is externally performed by the user; other-
wise, a recognition and a motion planning module
must be added for decision making. A difficult prob-
lem concerns to the representation updating for the
workspace. In this work, the chosen representation
is given by the lifting of quadrilaterals maps Q.A
quadrilateral map is a 2d quadrangular mesh adapted
to a perspective representation of the scene (M. Gon-
zalo and Aguilar, 2002) generated by the intersec-
tion of pencils of perspective lines through vanishing
points.
Edges of Q lie on visible support whose boundaries
provide a support for perspective lines. The computer
management of the image information contained in
each view is performed in terms visible elements. The
information management is performed on a symbolic
representation given by a small subgraph of a quad-
tree corresponding to visible elements in each view.
A characterization of simple events linked to quadri-
laterals of Q simplifies the search of homologue ele-
ments. From the motion viewpoint, evolving homo-
logue quadrilaterals give information about the mag-
nitude and direction of motion changes, involving the
mobile platform itself, and other external agents.
Usual accurate volumetric representations have a
high computational cost, and it is difficult to obtain
a faithful representation of the scene which are up-
dated on-line (twice per second). Corridor scenes are
used in the experimental set-up. In this case, by tak-
ing a mobile reference centered in the mobile object,
at most two vanishing points (v
z
, v
x
, e.g.) are at fi-
nite distance, and at least a third one v
y
is at infinite
distance (vertical lines must be parallel). The simple
nature of analyzed scenes allows to generate maps of
cuboids by intersecting pencils of planes through the
three vanishing lines connecting each pair of vanish-
ing points.
The information management in terms of octrees
has in general a complexity O(N
2
log N) in the num-
ber N of planes of the scene. However, the simple na-
ture of the corridor scene, allows to generate a mobile
perspective representation of the volumetric scene.
Each 3d perspective representation of the whole scene
is obtained by lifting the quadrilateral map Q to a 3D
model. The ordered lifting of the quadrilateral map
has a complexity at most O(N log N) linked to or-
dering planes contained in perspective maps which
are meaningful for visibility issues. The incorporation
of a graphics card would allow to avoid this increasing
thanks to the use of a typical z-buffer algorithm. How-
ever, for lowering costs, a simplified perspective rep-
resentation is introduced, which reduces the computa-
tion to visible cuboids. The resulting maps of cuboids
C play a very similar role to the maps of quadrilater-
als. To give a representation of contraction/expansion
of cuboid/quadrilateral maps we introduce Lie con-
traction/expansion operators along motion directions.
The construction of contraction/expansion operators
between maps of cuboids C and maps of quadrilater-
als Q requires a robust estimation of vanishing points
and the ego-motion description in terms of maps of
quadrilaterals, which is the main contribution of this
work. To achieve it, we use a variant of Kalman Fil-
tering (Marion, 2002)
Kalman filtering is a tool for control of mobile sys-
tems, including motion estimation, tracking, and pre-
diction from estimation. They have been used in Mo-
tion Analysis by Computer Vision, in particular to
provide an assistance for visually guided automatic
navigation. A Kalman filter (Faugeras, 1993) is a
recurrent technique for solving a dynamic problem
by the least squares method. Measures can be cor-
rupted by white noise, and must be corrected. In this
work, an adaptation of Kalman filtering is developed
for maps of quadrilaterals, including an implementa-
tion in C++ for motion estimation and tracking in ar-
chitectural indoor scenes (M. Gonzalo and Aguilar,
2002) by developing some aspects appearing in (Mar-
ion, 2002)
The paper is organized as follows: We start with
a very short review of related approaches. Next, we
develop some elements for modeling the scene. The
fourth section is devoted to the motion analysis and to
sketch the adaptation of Kalman filtering to maps of
quadrilaterals.
2 RELATED APPROACHES
The design of smart wheelchairs with sensor fusion
and hybrid control is an active research subject along
last ten years ((Levine et al., 1999), (Mazo and et al,
2002), (R. Simpson and Nourbakhsh, 2004), (Yanco,
1998)). Two main problems concern to safety tasks
based in reactive behavior following agent-based
technologies (Cort
´
es et al., 2003) and navigation-
oriented tasks focused towards the generation of en-
A DIFFERENTIAL GEOMETRIC APPROACH FOR VISUAL NAVIGATION IN INDOOR SCENES
469