The determination of accurate bathymetric information is a key element for near offshore activities, hydrological studies such as coastal engineering applications, sedimentary processes, hydrographic surveying as well as archaeological mapping and biological research. UAV imagery processed with Structure from Motion (SfM) and Multi View Stereo (MVS) techniques can provide a low-cost alternative to established shallow seabed mapping techniques offering as well the important visual information. Nevertheless, water refraction poses significant challenges on depth determination. Till now, this problem has been addressed through customized image-based refraction correction algorithms or by modifying the collinearity equation. In this paper, in order to overcome the water refraction errors, we employ machine learning tools that are able to learn the systematic underestimation of the estimated depths. In the proposed approach, based on known depth observations from bathymetric LiDAR surveys, an SVR model was developed able to estimate more accurately the real depths of point clouds derived from SfM-MVS procedures. Experimental results over two test sites along with the performed quantitative validation indicated the high potential of the developed approach.
The determination of accurate bathymetric information is a key element for near offshore activities; hydrological studies, such as coastal engineering applications, sedimentary processes, hydrographic surveying, archaeological mapping and biological research. Through structure from motion (SfM) and multi-view-stereo (MVS) techniques, aerial imagery can provide a low-cost alternative compared to bathymetric LiDAR (Light Detection and Ranging) surveys, as it offers additional important visual information and higher spatial resolution. Nevertheless, water refraction poses significant challenges on depth determination. Till now, this problem has been addressed through customized image-based refraction correction algorithms or by modifying the collinearity equation. In this article, in order to overcome the water refraction errors in a massive and accurate way, we employ machine learning tools, which are able to learn the systematic underestimation of the estimated depths. In particular, an SVR (support vector regression) model was developed, based on known depth observations from bathymetric LiDAR surveys, which is able to accurately recover bathymetry from point clouds derived from SfM-MVS procedures. Experimental results and validation were based on datasets derived from different test-sites, and demonstrated the high potential of our approach. Moreover, we exploited the fusion of LiDAR and image-based point clouds towards addressing challenges of both modalities in problematic areas.
The project iMARECULTURE is focusing in raising European identity awareness using maritime and underwater cultural interaction and exchange in Mediterranean Sea. Commercial ship routes joining Europe with other cultures are vivid examples of cultural interaction, while shipwrecks and submerged sites, unreachable to wide public are excellent samples that can benefit from immersive technologies, augmented and virtual reality. iMARECULTURE will bring inherently unreachable underwater cultural heritage within digital reach of the wide public using virtual visits and immersive technologies. Apart from reusing existing 3D data of underwater shipwrecks and sites, with respect to ethics, rights and licensing, to provide a personalized dry visit to a museum visitor or augmented reality to the diver, it also emphasizes on developing pre-and after-encounter of the digital visitor. The former one is implemented exploiting geospatial enabled technologies for developing a serious game of sailing over ancient Mediterranean and the latter for an underwater shipwreck excavation game. Both games are realized thought social media, in order to facilitate information exchange among users. iMARECULTURE supports dry visits by providing immersive experience through VR Cave and 3D info kiosks on museums or through the web. Additionally, aims to significantly enhance the experience of the diver, visitor or scholar, using underwater augmented reality in a tablet and an underwater housing. iMA-RECULTURE is composed by universities and SMEs with experience in diverse underwater projects, existing digital libraries, and people many of which are divers themselves.
Images obtained in an underwater environment are often affected by colour casting and suffer from poor visibility and lack of contrast. In the literature, there are many enhancement algorithms that improve different aspects of the underwater imagery. Each paper, when presenting a new algorithm or method, usually compares the proposed technique with some alternatives present in the current state of the art. There are no studies on the reliability of benchmarking methods, as the comparisons are based on various subjective and objective metrics. This paper would pave the way towards the definition of an effective methodology for the performance evaluation of the underwater image enhancement techniques. Moreover, this work could orientate the underwater community towards choosing which method can lead to the best results for a given task in different underwater conditions. In particular, we selected five well-known methods from the state of the art and used them to enhance a dataset of images produced in various underwater sites with different conditions of depth, turbidity, and lighting. These enhanced images were evaluated by means of three different approaches: objective metrics often adopted in the related literature, a panel of experts in the underwater field, and an evaluation based on the results of 3D reconstructions.
Although aerial image-based bathymetric mapping can provide, unlike acoustic or LiDAR (Light Detection and Ranging) sensors, both water depth and visual information, water refraction poses significant challenges for accurate depth estimation. In order to tackle this challenge, we propose an image correction methodology, which first exploits recent machine learning procedures that recover depth from image-based dense point clouds and then corrects refraction on the original imaging dataset. This way, the structure from motion (SfM) and multi-view stereo (MVS) processing pipelines are executed on a refraction-free set of aerial datasets, resulting in highly accurate bathymetric maps. Performed experiments and validation were based on datasets acquired during optimal sea state conditions and derived from four different test-sites characterized by excellent sea bottom visibility and textured seabed. Results demonstrated the high potential of our approach, both in terms of bathymetric accuracy, as well as texture and orthoimage quality.
ABSTRACT:Refraction is the main cause of geometric distortions in the case of two media photogrammetry. However, this effect cannot be compensated and corrected by a suitable camera calibration procedure (Georgopoulos and Agrafiotis, 2012). In addition, according to the literature (Lavest et al. 2000), when the camera is underwater, the effective focal length is approximately equal to that in the air multiplied by the refractive index of water. This ratio depends on the composition of the water (salinity, temperature, etc.) and usually ranges from 1.10 to 1.34. It seems, that in two media photogrammetry, the 1.33 factor used for clean water in underwater cases does not apply and the most probable relation of the effective camera constant to the one in air is depending of the percentages of air and water within the total camera-to-object distance. This paper examines this relation in detail, verifies it and develops it through the application of calibration methods using different test fields. In addition the current methodologies for underwater and two-media calibration are mentioned and the problem of two-media calibration is described and analysed.
This paper investigates immersive technologies to increase exploration time in an underwater archaeological site, both for the public, as well as, for researchers and scholars. Focus is on the Mazotos shipwreck site in Cyprus, which is located 44 meters underwater. The aim of this work is two-fold: (a) realistic modelling and mapping of the site and (b) an immersive virtual reality visit. For 3D modelling and mapping optical data were used. The underwater exploration is composed of a variety of sea elements including: plants, fish, stones, and artefacts, which are randomly positioned. Users can experience an immersive virtual underwater visit in Mazotos shipwreck site and get some information about the shipwreck and its contents for raising their archaeological knowledge and cultural awareness.
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