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Sensors
  • Article
  • Open Access

7 July 2022

Autonomous Exploration of Unknown Indoor Environments for High-Quality Mapping Using Feature-Based RGB-D SLAM

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1
Department of Land Surveying and Geo-Informatics, The Hong Kong Polytechnic University, Hong Kong 999077, China
2
Shenzhen Research Institute, The Hong Kong Polytechnic University, Shenzhen 518057, China
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Department of Aeronautical and Aviation Engineering, The Hong Kong Polytechnic University, Hong Kong 999077, China
*
Author to whom correspondence should be addressed.
This article belongs to the Topic Multi-Sensor Integrated Navigation Systems

Abstract

Simultaneous localization and mapping (SLAM) system-based indoor mapping using autonomous mobile robots in unknown environments is crucial for many applications, such as rescue scenarios, utility tunnel monitoring, and indoor 3D modeling. Researchers have proposed various strategies to obtain full coverage while minimizing exploration time; however, mapping quality factors have not been considered. In fact, mapping quality plays a pivotal role in 3D modeling, especially when using low-cost sensors in challenging indoor scenarios. This study proposes a novel exploration algorithm to simultaneously optimize exploration time and mapping quality using a low-cost RGB-D camera. Feature-based RGB-D SLAM is utilized due to its various advantages, such as low computational cost and dense real-time reconstruction ability. Subsequently, our novel exploration strategies consider the mapping quality factors of the RGB-D SLAM system. Exploration time optimization factors are also considered to set a new optimum goal. Furthermore, a Voronoi path planner is adopted for reliable, maximal obstacle clearance and fixed paths. According to the texture level, three exploration strategies are evaluated in three real-world environments. We achieve a significant enhancement in mapping quality and exploration time using our proposed exploration strategies compared to the baseline frontier-based exploration, particularly in a low-texture environment.

1. Introduction

The evolution of sensors and the robotics industry has attracted many researchers to focus on mobile robots. These robots can be mounted with onboard sensors to conduct indoor autonomous exploration missions. To name a few such missions, autonomous mobile robots can be exploited in rescue scenarios, utility tunnel monitoring, or indoor 3D mapping. Accordingly, all the required modules for autonomous exploration have been extensively studied. Such autonomous exploration modules in unknown environments using autonomous robots should model the scene from various connected locations to merge all local models into one consistent global map. Three main connected modules are needed to achieve autonomous mapping. First, a simultaneous localization and mapping (SLAM) system is required in GPS-denied environments, such as indoor environments. Several SLAM systems have been proposed, such as visual [1,2,3,4,5,6,7,8,9] and lidar SLAM systems [10,11,12,13,14]. Second, an exploration module that utilizes the obtained map and the localized robot is required to decide which location will be the next best goal, such as in the frontier-based exploration (FBE) [15] and next best view (NBV) approaches [16]. Finally, a path-planning module is needed to generate obstacle-free paths to reach the new goal, such as the A* path-planning algorithm first proposed in [17] or the rapidly exploring random trees (RRT) algorithm proposed in [18].
This study mainly focuses on exploration strategies and path planning to achieve high-quality mapping, especially in a low-texture environment. For the exploration module, the main question is, “Where is the best new goal?” This question should be answered according to the exploration’s main objectives: full coverage, the shortest exploration time, or the best 3D mapping quality. The “next goal” decision affects autonomous robots’ robustness to explore unknown environments safely and efficiently. However, several factors that challenge autonomous robots include the uncertainty in observations from the available sensors, imperfect control of robots, algorithm drawbacks, limited computational capability, limited payload, limited power consumption, and real-world complexity. Therefore, each module must be developed considering these factors, from the SLAM system to the exploration strategy and path planning. Furthermore, the integration of all modules should be considered to help them combine to produce a globally consistent high-quality map. For example, to achieve better mapping quality, the exploration strategy should consider the SLAM mapping quality requirements, such as the alignment accuracy and availability of loop closure, while selecting the next goal. In addition to the exploration strategy, the path-planning module is responsible for generating efficient, obstacle-free paths to reach the goal. However, to assist the SLAM system, these paths should have further characteristics such as smoothness and the same paths chosen between any two poses, back-and-forth. These characteristics help the loop closure detector find more accurate loops that enhance the SLAM drift, to generate a better, more consistent map.
Previous exploration strategies have not considered the mapping quality when using low-cost RGB-D sensors in a low-texture environment. To fill that gap, our study considered the mapping quality of such low-cost sensors in challenging scenarios (i.e., low-texture environments), seeking to improve their mapping quality. We developed a novel exploration system specially designed for feature-based RGB-D SLAM systems. The three main contributions of this study are summarized as follows:
  • A novel exploration strategy was developed using the number of features and their distribution uniformity score in 3D, thereby achieving better mapping quality using feature-based RGB-D SLAM.
  • A generalized Voronoi path planner was modified and implemented to keep the robot on a fixed road map of paths. Moreover, we ensured the same path was taken between any two positions (i.e., back-and-forth), to increase the probability of accurate loop closure detection. The robot also had the maximum clearance from any obstacle in the investigated, narrow real-world environments.
  • A comprehensive and intensive evaluation of our proposed autonomous exploration system was conducted in three real-world, complex, indoor scenarios, with its performance compared to the FBE approach.
This paper is organized as follows: Section 2 introduces the related works. The design and calculations for our proposed exploration system are explained in Section 3. Section 4 presents our experimental setup, results, and discussion. Finally, we draw conclusions in Section 5.

3. Autonomous Exploration System

This section presents our proposed approach to autonomous exploration—as shown in Figure 1—using a mobile robot mounted with an RGB-D sensor [49,50]. Our exploration method was developed to explore indoor environments, considering the parameters of mapping quality, complete coverage, and exploration time. FBE was adopted to generate the goal candidates [15,51]. A novel strategy was proposed that considers the mapping quality and exploration time to select the next best goal.
Figure 1. The architecture of the proposed exploration system, starting with SLAM to provide the occupancy map and the robot pose. The exploration module detects all frontiers ( F i ) to be evaluated based on the number of features ( N F i ), distribution score ( D S F i ), distance to the robot ( d F i ), and size of the frontier ( S F i ). Accordingly, the next goal strategy selects the highest score candidate as the best new goal. The next goal is sent to the path planner to generate the path from the current robot position. Finally, the robot control system applies the received path to reach the next goal and gain new sensor observations. This exploration iteration is repeated until finishing all accessible frontiers.

3.1. Generation of Goal Candidates

FBE [15] introduced the concept of frontiers, i.e., the borders between free and unknown cells in the grid map of an environment. According to our indoor mapping scenario, the robot can only detect its current location and the local map based on what it can observe from its current location. In our work, the first local map was based on the limitation of the utilized sensor’s working range and the robot motion type. Our system used TurtleBot2 [50], which can rotate in place to generate a starting circle map. This start map was used for the first iteration of frontier detection, to detect all frontiers beyond a threshold size. These frontiers were the possible targets considered as the next goal candidates for map expansion. Thereafter, these candidates were evaluated, as described in Section 3.2.
Frontier detection was implemented using a method proposed in [51] to detect the frontier cells. This greedy search method was applied to the available occupancy grid map built by the RGB-D SLAM system [9]. Each frontier cell was a known reachable free cell with an unknown cell adjacent to one of its edges. Equations (1) and (2) explain the frontier cell ( F ) detection mode. These equations are used to detect the frontier cell candidates, C F , from all mapped cells, and the frontier cells ( F ) adjacent to unknown cells ( U ), respectively, as follows:
C F = C x y | C x y M f r e e R
where C F represents the candidate frontier cells, C x y the 2D coordinates of all mapped cells, M f r e e the free mapped cells, and R the reachable cells.
F = C F |   C F   U
where F represents the frontier cells, C F the frontier cell candidates, and U the unknown cells.

3.2. Evaluation of Goal Candidates

After every iteration of frontier detection, the influencing factors of mapping quality and exploration time were calculated for each detected frontier region. The area borders of every detected frontier were identified based on each frontier’s cell’s maximum and minimum 2D coordinates. According to these borders, all feature points extracted by SLAM were projected. Subsequently, the number of feature points ( N F i ) in every frontier area was calculated as follows:
N F i = N P |   P x X m i n F i   , X m a x F i     P y Y m i n F i , Y m a x F i
where N P is the extracted feature number, P x   and   P y are the 2D coordinates of the current extracted feature points, and X m i n F i , X m a x F i , Y m i n F i , and Y m a x F i are the minimum and maximum 2D coordinates of each frontier’s cells.
At this stage, each frontier was represented by the number of feature points ( N F ) and their 3D coordinates. Further to this, a distribution uniformity score was calculated by adopting a chi-squared discrete uniform distribution test. The distribution score in the x-direction D S x is explained as follows:
E i = N F n
D S x = i = 1 n N P i x E i E i
where E i is the expected number of feature points in each interval of the x direction for a discrete uniform distribution, N F is the total number of feature points projected in the frontier area, n is the total number of intervals according to the required interval size and the frontier’s x size, and N P i x is the actual number of feature points in the interval i.
Using the same method, the distribution scores for the y and z directions ( D S F i y   and   D S F i z ) were calculated to obtain the total distribution score of every frontier ( D S F i ) as follows:
D S F i = ( D S F i x + D S F i y + D S F i z )

3.3. Next Goal Strategy

The baseline FBE [15] is a straightforward strategy that considers only the nearest accessible frontier to be the next goal. Therefore, the mapping quality is ignored in this strategy. On this basis, we proposed new score functions designed for feature-based RGB-D SLAM. The proposed strategies were based on the mapping quality factors besides the travel cost, to combine a high mapping quality with a short exploration time. The extracted feature points and the uniform distribution level are the main factors affecting the mapping quality when using feature-based RGB-D SLAM. Therefore, the proposed strategic concept was to explore the low-texture regions or unevenly distributed feature regions at the end of the exploration. This action increased the probability of extracting more features in these regions from more viewpoints and frames while exploring the better regions. In this way, the SLAM system can achieve a higher mapping quality in the same environment.
After filtering out frontiers of sizes less than the threshold size ( S m i n ), the proposed cost function evaluated the frontiers with respect to the number of feature points and the distribution score of each frontier’s feature points. A minimum number of features ( N m i n ) was used to postpone the frontiers of low feature points until the end of exploration. Equations (7)–(9) describe three exploration strategies. The first strategy described by Equation (7) is the baseline strategy (D strategy). The second strategy described by Equation (8) is the proposed mapping quality strategy (M strategy). Finally, Equation (9) shows the combined strategy (M+D strategy), which combines the mapping quality and travel cost factors.
D strategy:
G S F i = d F i
M strategy:
for   N F i < N m i n ,   G S F i = for   N F i     N m i n ,   G S F i = N F i + D S F i
M+D strategy:
for   N F i < N m i n , G S F i = for   N F i     N m i n , G S F i = N F i + D S F i d F i
where G S F i is the goal score of the frontier, d F i is the distance between the robot and the frontier, N F i is the number of features in the frontier’s region, N m i n is the minimum accepted number of features in a frontier’s region, and D S F i is the distribution score of features in the frontier’s region.

3.4. Path Planning

A generalized Voronoi diagram path planner [47] generates a fixed road map for any fixed environment by detecting all Voronoi edges ( E i j ) between any two obstacles, i   and   j , as follows:
E i j = x 2 | d x , f i = d x , f j   ,   d x , f k ,   f o r   a l l   k i ,   j  
where x is the point of the Voronoi edge ( E i j ) detected in the center between any two obstacles.
The generated paths maximized the clearance between the robot and obstacles and included fixed paths for the same fixed environment. This path fixation ensured the same frames were observed between the same two positions. Furthermore, we modified the GVD planner [47]. The modification was made to neglect a segment outside the generated Voronoi road map. The GVD planner generates three segments for every path. The first segment is a path between the robot’s position and the nearest point on the Voronoi edges. The second segment is a path between the target point and the nearest point on the Voronoi edges. Finally, the GVD planner detects the shortest path within the Voronoi road map connecting the last two segments. In our work, we modified the second segment to only detect the nearest point in the Voronoi road map to the target point and not generate the second segment’s usual path to the target point. Consequently, the robot only traveled to the fixed Voronoi edges to observe the same frames, meaning the SLAM loop closing module could detect more accurate loops to mitigate SLAM drift.

4. Experiments and Discussion

This section introduces the experimental setup and results, including the hardware and software we utilized and the experimental scenarios. Moreover, the discussion around each experiment is introduced.

4.1. Hardware

For all experiments in real-world environments, we used TurtleBot2 with the Kobuki base [50] as a mobile robot mounted with an RGB-D sensor (Azure Kinect) [49], and we added a mini-PC (Intel NUC6i7KYK) [52], as shown in Figure 2.
Figure 2. Front and back views of the TurtleBot2 with Kobuki base, Azure Kinect RGB-D sensor mounted on the top, and Intel NUC6i7KYK Mini PC.

4.2. Software

Our feature-based RGB-D SLAM module [9] was utilized for mapping and localization. The proposed exploration system was implemented based on explore_lite [53], an open-source frontier-based ROS package. The new proposed mapping factors and strategies were added to this ROS package. The modified Voronoi path planner was implemented based on the open-source voronoi_planner package [48], a global planner in the move_base navigation ROS package [54].
The mapping quality was evaluated according to the point-to-point distances (PTPDs) between the points of the ground truth 3D models and the points of the output model of each experiment after point cloud registration [55,56,57,58] for the two models. The loop closing method was according to our feature-based RGB-D SLAM system (in [9], Section 5.2).

4.3. Low-Texture Experiment

Three exploration strategies were investigated, as mentioned in Section 3.3. The “D strategy” was the classical FBE that considered only the distance between the robot and the next goal candidates to decide the next goal. The second proposed “M strategy” considered feature point numbers and distribution scores. The last proposed “M+D strategy” involved combining the classical nearest goal strategy with the mapping strategy. Three trials of every exploration strategy were implemented to investigate the enhancement rates for each of the two proposed strategies compared to the baseline D strategy.
The low-texture surveying scene is shown in Figure 3. Its dimensions are 7.5 m-long and 6.5 m-wide. As shown in Figure 3, this scene has multiple clear walls with few features and a sofa in only one corner of the room. The ground truth was collected using a Leica BLK360 [59], a high-accuracy imaging laser scanner.
Figure 3. Low-texture setup. (a) The upper two images show the surveying room, and the lower two show the ground truth model using a Leica BLK360 imaging laser scanner. (b) Samples of the observed low-texture frames.
We calculated the PTPD between each experimental trial’s aligned output point cloud and the ground truth point cloud, to evaluate the mapping quality.
Table 1 shows that our proposed exploration strategies M and M+D clearly achieved a better output for the 3D model. The PTPD RMSE and STD were enhanced by more than 40% compared to the baseline exploration D strategy output. Furthermore, the total path length and total exploration time were less than those of the D strategy by nearly 30% and 23% for both the M strategy and the M+D strategy, respectively. Our proposed exploration strategies also increased the number of detected loop closures from zero in two trials of the D strategy to always having loop closures, reaching 18 detected loops, in the M and M+D strategies.
Table 1. Low-texture results. PTPD RMSE (cm), PTPD STD (cm), number of loop closures (LC), exploration path length (L) (m), and exploration time (T) (s).
Figure 4 shows the PTPD enhancement levels in our proposed exploration strategies M and M+D. It is obvious that the baseline strategy had more PTPD greater than 18 cm and misalignments in its mapping. Further to this, Figure 5 introduces the paths of the three exploration strategies. As can be seen from the blue circles in Figure 5b,c, the paths of the proposed strategies (M and M+D) tended to first explore the texture-rich area in the room, while the baseline strategy ignored the texture-rich region. Therefore, the D strategy observed more low-texture frames at the start of the exploration, which degraded the mapping quality. The bold red lines in Figure 5 are inaccessible frontiers outside the room that could be observed as the walls were made of glass.
Figure 4. Low-texture PTPD (m) between exploration models and the ground truth model. (a) D strategy, (b) M strategy, and (c) M+D strategy.
Figure 5. Exploration paths of the low-texture environment, the bold red clusters are the ignored inaccessible frontiers, and the green balls represent the centroids of the frontiers. (a) D strategy, (b) M strategy, and (c) M+D strategy.

4.4. Moderate-Texture Experiment

In the moderate-texture environment, there were low-texture walls, as can be seen in Figure 6, and a large table in the center of the room provided more features to observe in the frames. In the case of the robot facing the white walls, the observed frames suffered from the lack of features. The room dimensions were 8.5 m-long and 7.5 m-wide. The 3D point cloud ground truth was collected using the same high-accuracy imaging laser scanner (Leica BLK360) [59].
Figure 6. Moderate-texture setup. (a) The three left frames show the surveying environment containing some low-texture walls. (b) Ground truth model using the Leica BLK360 imaging laser scanner.
Table 2 shows that our proposed exploration strategies enhanced the PTPD RMSE by 15.6% for the M strategy and 13.5% for the M+D strategy compared to the D strategy. Furthermore, there was a near 10% enhancement in PTPD STD for both proposed strategies. However, the total exploration path length was increased from just under 35 m in the D strategy to 45 m in the M strategy, while in the M+D strategy, the total exploration path length was in the same range as the D strategy. The robot increased the back-and-forth travel in the M strategy as the SLAM system updated the extracted features while reaching the current goal. Therefore, the total exploration time increased from 212 s in the D strategy to 260 s in the M strategy. The number of detected loop closures increased dramatically from nearly zero in the D strategy to 36 in the M strategy and 20 in the M+D strategy.
Table 2. Moderate-texture results. PTPD RMSE (cm), PTPD STD (cm), number of loop closures (LCs), exploration path length (L) (m), and exploration time (T) (s).
Figure 7 shows the PTPD for the moderate-texture environment, with lower PTPD in both the M and M+D strategies compared to the D strategy. Figure 8 shows the exploration paths of all strategies, with blue circles in Figure 8b,c. These circles show the turns that increased the probability of detecting more loop closures in our proposed M and M+D strategies.
Figure 7. Moderate-texture PTPD (m) between exploration models and the ground truth model. (a) D strategy, (b) M strategy, and (c) M+D strategy.
Figure 8. Exploration paths of the moderate-texture environment, the bold red clusters are the ignored inaccessible frontiers, and the green balls represent the centroids of the frontiers. (a) D strategy, (b) M strategy, and (c) M+D strategy.

4.5. Texture-Rich Experiment

The last environment had rich feature points in most observed frames, as shown in Figure 9a. The dimensions of this room were 10 m-long and 6 m-wide. The 3D point cloud ground truth (as shown in Figure 9b) was collected using a high-accuracy 3D laser scanner (Leica RTC360) [60].
Figure 9. Texture-rich setup. (a) The left three frames show the surveying environment containing some texture-rich regions. (b) Ground truth model using the Leica RTC360 3D laser scanner.
Table 3 shows that our proposed exploration strategies did not significantly enhance the mapping of the texture-rich environment, which is reasonable. Almost all RMSEs of the PTPD were within the range of 5.5–6 cm, but the total path length and the total exploration time were enhanced by nearly 26% and 34% for the M and M+D strategies, respectively. In a texture-rich environment, the mapping quality using feature-based SLAM should always be high, regardless of the exploration strategy. Subsequently, the number of detected loop closures was enough for all strategies, thus enabling SLAM to efficiently mitigate the drift each time.
Table 3. Texture-rich results. PTPD RMSE (cm), PTPD STD (cm), number of loop closures (LCs), exploration path length (L) (m), and exploration time (T) (s).
As a result of all regions in the texture-rich environment having sufficient features, the mapping quality using feature-based SLAM was high for all exploration strategies. PTPDs are shown in Figure 10, which indicates that all models have nearly the same accuracy, despite taking different exploration paths, as shown in Figure 11.
Figure 10. Texture-rich PTPD (m) between exploration models and the ground truth model. (a) D strategy, (b) M strategy, and (c) M+D strategy.
Figure 11. Exploration paths of the texture-rich environment, the bold red clusters are the ignored inaccessible frontiers, and the green balls represent the centroids of the frontiers. (a) D strategy, (b) M strategy, and (c) M+D strategy.

5. Conclusions

To obtain a better mapping quality using a feature-based RGB-D SLAM system for autonomous exploration in indoor real-world environments, we proposed a novel autonomous exploration system to assist SLAM to build better-quality maps. Our concluding remarks are as follows:
  • A GVD path planner was modified to keep the robot on a fixed road map to increase the probability of accurate loop closure detection.
  • A novel autonomous exploration strategy was proposed specifically for feature-based RGB-D SLAM. The number of features and their distribution were considered to obtain better mapping quality.
  • The proposed autonomous exploration system was evaluated in three real-world indoor environments (chosen according to the availability of features). Our evaluation concerned how the mapping quality was enhanced compared to the baseline FBE strategy. To that end, we tested the baseline classical frontier-based strategy (D strategy), our proposed mapping quality strategy (M strategy), and a combination of the two (M+D strategy). The results may be summarized as follows:
    • In the low-texture environment, we achieved a high mapping quality, which indicates that when using feature-based SLAM, it is valuable to consider the number of features and their distribution to decide the next goal. The enhancement in mapping quality was significant, i.e., more than 40% in PTPD RMSE for both the M and M+D strategies compared to the D strategy. Moreover, the total path length and exploration time were reduced by nearly 30% and 23% for the M and M+D strategies, respectively, compared to the D strategy.
    • In the moderate-texture environment, the enhancement in mapping quality was 15.6% in PTPD RMSE for the M strategy and 13.5% for the M+D strategy. The total exploration path length increased from under 35 to 45 m for the M strategy, but it remained in the same range for the M+D strategy.
    • In the texture-rich environment, our strategy only slightly enhanced the mapping quality, i.e., by less than 3% in PTPD RMSE for the M strategy and 10% for the M+D strategy. However, the total path length and exploration time were enhanced by 26% and 34% for the M and M+D strategies, respectively.
The results indicate that our proposed exploration strategy dramatically enhanced the mapping quality and reduced the total exploration time and total path length in the challenging low-texture environment. At the other end of the spectrum, the mapping was high-quality in the texture-rich environment for all strategies, as in such texture-rich environments, feature-based SLAM systems can always detect many features that increase the alignment accuracy and the mapping quality, regardless of the exploration strategy.
Future work should consider other SLAM systems and design specific exploration strategies for these. Moreover, an exploration strategy should be proposed for online mapping quality estimation, to ensure the required mapping accuracy has been achieved before the exploration ceases.

Author Contributions

Conceptualization, A.E. and W.C.; methodology, A.E.; software, A.E.; validation, A.E. and Y.Z.; formal analysis, A.E.; investigation, A.E.; resources, A.E. and Y.L.; data curation, A.E.; writing—original draft preparation, A.E.; writing—review and editing, A.E. and W.C.; visualization, A.E.; supervision, W.C. and C.-Y.W.; project administration, W.C.; funding acquisition, W.C. All authors have read and agreed to the published version of the manuscript.

Funding

The research was substantially funded by the University Grants Committee of Hong Kong under the scheme Research Impact Fund on the project R5009-21 and the Smart City Research Institute, Hong Kong Polytechnic University.

Institutional Review Board Statement

Not applicable.

Data Availability Statement

Not applicable.

Conflicts of Interest

The authors declare no conflict of interest.

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