-This work proposes a new segmentation algorithm for three-dimensional dense point clouds and has been specially designed for natural environments where the ground is unstructured and may include big slopes, non-flat areas and isolated areas. This technique is based on a Geometric-Featured Voxel map (GFV) where the scene is discretized in constant size cubes or voxels which are classified in flat surface, linear or tubular structures and scattered or undefined shapes, usually corresponding to vegetation. Since this is not a point-based technique the computational cost is significantly reduced, hence it may be compatible with Real-Time applications. The ground is extracted in order to obtain more accurate results in the posterior segmentation process. The scene is split into objects and a second segmentation in regions inside each object is performed based on the voxel's geometric class. The work here evaluates the proposed algorithm in various versions and several voxel sizes and compares the results with other methods from the literature. For the segmentation evaluation the algorithms are tested on several differently challenging hand-labeled data sets using two metrics, one of which is novel.
3D Segmentation Method for Natural Environments based on a Geometric-Featured Voxel MapVictoria Plaza * , Fakhr-Eddine Ababsa † , Alfonso J. Garcia-Cerezo * and Jose Antonio Gomez-Ruiz * * University of Malaga, 29071 Malaga, Spain. Email: victoriaplaza, ajgarcia, janto@uma.es † Evry University, IBISC EA 4526 France Email: fakhr-eddine.ababsa@univ-evry.frAbstract-This work proposes a new segmentation algorithm for three-dimensional dense point clouds and has been specially designed for natural environments where the ground is unstructured and may include big slopes, non-flat areas and isolated areas. This technique is based on a Geometric-Featured Voxel map (GFV) where the scene is discretized in constant size cubes or voxels which are classified in flat surface, linear or tubular structures and scattered or undefined shapes, usually corresponding to vegetation. Since this is not a point-based technique the computational cost is significantly reduced, hence it may be compatible with Real-Time applications. The ground is extracted in order to obtain more accurate results in the posterior segmentation process. The scene is split into objects and a second segmentation in regions inside each object is performed based on the voxel's geometric class. The work here evaluates the proposed algorithm in various versions and several voxel sizes and compares the results with other methods from the literature. For the segmentation evaluation the algorithms are tested on several differently challenging hand-labeled data sets using two metrics, one of which is novel.