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IEEE DISTRIBUTED SYSTEMS ONLINE 1541-4922 2005 Published by the IEEE Computer

Society
Vol. 6, No. 3; March 2005

SLAM Dunk? Real-Time Mapping Technology


Could Take Gaming, Movies to New Level
Benjamin Alfonsi

Combine a video camera's mechanical utility with the technology that draws instant-replay
diagrams on your television screen during sporting events, and you'd have a good idea what
researchers at Oxford University are cooking up.
Ian Reid and Andrew Davison, of Oxford's engineering department, are developing a
technology to simultaneously localize and map a single camera's surroundings in an unknown
environment. Called Visual SLAM (Simultaneous Localization and Mapping), the technology
will let users combine real-life and computer-generated images in real time.
"The problem is deceptively easy to state but encompasses major, difficult research challenges,"
says Mark Hylton, the research portfolio manager for the Engineering and Physical Sciences
Research Council, the organization that's funding the project for the next three years.
Until now, it has only been possible to interweave real-life and computer-generated images in a
studio, post production.

A new dimension for SLAM


Along with having an array of possible applications from interior decorating to TV
broadcasting Visual SLAM could revolutionize the film, robotics, and computer gaming
industries if it can deliver on its promise.
At its core, the technology is an algorithm that processes images from a video camera in real
time (that is, 30 frames per second). Using motion from image features automatically extracted
in each frame, the algorithm works out the camera position and the features' 3D locations at
each instant in time.

IEEE Distributed Systems Online March 2005

Figure 1. The Visual SLAM


technology (a) builds a 3D map from
the camera's view of its surroundings,
a kitchen in this case, then (b)
overlays virtual shelves and a table in
the scene.

IEEE Distributed Systems Online March 2005

Researchers believe that by adding a visual component, Visual SLAM stands to take
SLAM research to the next level. In the past, SLAM has been applied primarily to mobile
robotics.
"Most mobile robots operate in a flat environment, and so typically can cope with three
degrees of freedom, often getting away with essentially 2D maps. We need to deal with six
degrees of freedom and full 3D maps," Reid says. "In addition, mobile robots typically
make controlled motions e.g., 'move forward by this much.' In contrast, our system is
controlled by whoever happens to be holding the camera, and thus we have no prior
information about the control inputs to the system."

Possible applications
It's not that Visual SLAM advancements can't be applied to mobile robotics, but
researchers say they can be applied to a host of other fields as well.
"The most immediate application is probably where mapping and localization are required
in a small environment such as for gaming or wearable or assistive robotics," explains
Reid. "To address mobile robotics we need to address the issues that arise when parts of
the environment may be invisible for large periods. This forms a major part of our ongoing
research."
He presents the possibility of a robot that maps its environment as it explores. "Such a
scenario would probably be more useful in the context of personal and assistive robotics
rather than factory ones. Home, office, or hospital environments are typically much less
controlled and more dynamic than factories. Therefore, the need for mapmaking on the fly
is potentially greater."
Home gaming for interaction with virtual elements is another possibility. Reid says.
"Imagine a game system with virtual reality goggles providing virtual monsters coming out
of cupboards in users' living rooms!" he says.
Albeit much further down the road, camera phones are another consideration. "We are
perhaps some way off in terms of the processing power and video capabilities required,"
Davison says. "Applications of our technology [to camera phones] are less clear than in
some other areas."

IEEE Distributed Systems Online March 2005

From Oxford to Hollywood?


One area where the technology's potential seems certain is in virtual and augmented
environments for film and TV.
"The most exciting impact may be on vision systems being able to cope with high
uncertainty in real-time situations or, in an application example, augmented reality for live
cameras in television broadcasts," says Hylton.
"An immediate application to the film industry is to enable a director to view the virtual
augmented environment from the 'beauty camera' during filming," says Davison. "This
scenario, in which the augmented scene is provided primarily for the director's own
visualization, is less demanding and requires less robustness than the broadcast scenario, in
which the augmented scene is for the audience's viewing."
According to Dave Thomas, a Los Angeles-based commercial director, "The availability of
this technology would take a great percentage of the guess work out of high-end visual
effects shots and ultimately allow directors, during the process, to make better judgments
on the overall quality of the final product."
"Currently, visual effect shots that contain live-action and computer-generated elements
require a complicated process of tracking," Thomas says. "Most of this tracking comes in
the post-production process, long after the live-action portion has been shot. This
technology would allow directors to view CG/live-action combined shots while they are
actually shooting the live-action shot."
For Thomas, this translates into better, cheaper shots music to most film producers' ears.
"A majority of projects today contain at least a few, if not many, visual-effects shots, and
this technology could offer directors more accurate, more dynamic, and ultimately less
expensive shots," he says. "Previsualizing the shot, with greater effects to be added later,
would then require less imagination, not to mention money."

IEEE Distributed Systems Online March 2005

Conclusion
So when will this technology be ready to market to Hollywood or elsewhere? And when
will official tests begin?
"We have a demonstration prototype which has applications in various areas," says
Davison of the project that commenced in January 2005. A standard PC with a FireWire
webcam is enough to successfully run the software in its present form.
"But this is research in progress," he says. "We have had, and continue to have, discussions
with various companies involved in a variety of applications ranging from mobile robotics
to gaming to film and broadcasting. But at this point in time, we have no commitment to
any one company or application."

Cite this article: Benjamin Alfonsi, "SLAM Dunk? Real-Time Mapping Technology
Could Take Gaming, Movies to New Level," IEEE Distributed Systems Online, vol. 6, no.
3, 2005.

IEEE Distributed Systems Online March 2005

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