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parameters, represented as a truncated Fourier series of up to three harmonics for
each component of motion. Experiments on synthetic and real data have shown
that the proposed strategy has more accurate and efficient ego-motion estimates and
structural recovery than a comparable method that does not incorporate long-term
motion estimates. The method is robust, and works well in an environment in which
the illumination is relatively static. Constantly moving or changing shadows, caused
for example by moving bushes or clouds covering the sun, would inevitably cause
more features to appear, disappear or shift, and would necessitate an even more ro-
bust and complicated algorithm. This is beyond the current scope and would have
to be included in future work.
Acknowledgments. We thank Iain Wallace for helping generate the computer game scenarios
using the Quake game engine.
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