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研究生: 李亞翰
Ya-Han Lee
論文名稱: 混合立體視覺與光散斑的測距技術
A ranging technique integrating stereo-vision and light speckle
指導教授: 高維文
Wei-Wen Kao
口試委員: 徐繼聖
none
張淑淨
none
學位類別: 碩士
Master
系所名稱: 工程學院 - 機械工程系
Department of Mechanical Engineering
論文出版年: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 102
中文關鍵詞: Kinect跨模態立體視覺光散斑測距
外文關鍵詞: Kinect, cross-modal stereo vision, light speckle, distance measuring
相關次數: 點閱:178下載:9
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光斑測距是利用紅外線相機以及紅外線投射器所組成的3D結構光深度感應器,藉由對空間進行編碼以及由晶片解碼來獲取空間的三維信息,目前已於微軟推出的Kinect for Xbox 360以及華碩Xtion供人機介面應用。
在研究光斑測距來獲取環境深度的過程中,可發現此項技術受限於紅外線天生的某些限制,在特殊材質、反射面以及同波長的光源干擾下而無法作用。立體視覺(Stereo Vision)是電腦視覺的一種重要形式。它是基於視差原理並利用成像設備從不同的位置獲取被測物體的兩幅圖像,通過計算對應點的偏差,來取得三維信息資訊。本論文利用Kinect內建的紅外線相機以及RGB彩色相機實現跨模態(cross-modal)立體視覺,藉由兩個獨立的系統所得到的深度,彌補儀器天生之缺陷以及對深度進行校正。
本論文實現了不同種類相機間的跨模態立體視覺,並在不使用其他感應器的情形下,得到光斑測距無法測得的區域,並藉由兩個系統測得之深度相互校正,得到更精準的深度資訊,完整重建三維場景。


Light speckle distance measuring is a depth sensor composed of 3D structured light comprised of infrared rays camera and infrared rays projector. By coding the space and decoding via the chip, we can get the depth information of the space. It has been applied on the use of Kinect for Xbox 360 of Microsoft and Xtion of ASUS for man-machine interface.
During studying of light speckle distance measuring, we find the technique is limited by some restrictions of infrared rays, such as special material, reflective surface and the same wavelength. Stereo vision is an important form of computer vision. It is based on disparity and utilizes imaging device to get two images in different position by calculating the deviation to get the 3D information.
In this paper, we develop the cross-modal stereo vision using the RGB camera and infrared rays camera by Kinect. Via two independence depth systems, we can remedy defects of the equipments and correct the depth.
This paper presents the cross-modal stereo vision in different kinds of cameras. Without using other sensors, we obtain the depth area which is missing from light speckle distance measuring and higher accuracy depth information by rectification of two systems and completely reconstruct the 3D scene.

摘要 I ABSTRACT II 誌謝 III 目錄 V 圖目錄 VIII 表目錄 XI 第一章 緒論 1 1.1前言 1 1.2 研究方法與目的 2 1.3 文獻回顧 3 1.3.1 光斑測距 3 1.3.2 立體視覺 3 1.3.3 視差計算 4 1.4 論文架構 5 第二章 系統架構 7 2.1 硬體介紹 8 2.2軟體開發環境 10 2.3 OPENNI與官方SDK之優缺點比較 10 第三章 光散斑測距 14 3.1 傳統測距方式 14 3.2 光斑測距原理 15 3.3 LIGHT CODING限制 18 第四章 相機幾何 23 4.1 相機校正原理 24 4.1.1 內部參數 25 4.1.2 外部參數 27 4.2相機校正 29 4.3 三維幾何轉換 30 第五章 灰階一致化 33 5.1 灰階一致化原理 33 5.2 灰階一致化結果 35 第六章 雙眼視覺原理 37 6.1 立體視像 37 6.2 極線幾何與基礎矩陣 39 6.2.1 極線幾何限制 40 6.3 基礎矩陣 42 6.3.1 基本矩陣定義 42 6.3.2 八點演算法 44 6.3.3 正規化八點演算法 47 6.3.4 驗證基本矩陣正確性 49 6.4 必要矩陣 50 6.4.1 正規化座標 50 6.4.2 必要矩陣的限制 51 6.4.3 必要矩陣的特性 52 6.5 雙眼測距 53 6.5.1 雙眼視覺求出三維座標 53 6.5.2 相機擺放位置角 56 第七章 實驗結果 58 7.1實驗環境 59 7.2 KINECT雙眼相機校正 62 7.3 三維測距 67 7.3.1 光散斑測距 67 7.3.2跨模態立體視覺 70 7.4 誤差模型 78 7.5 實驗結果 81 第八章 結論與未來展望 86 8.1 成果討論 86 8.2 未來展望 86 參考文獻 88

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