467 research outputs found

    Automated 3D object modeling from aerial video imagery

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    Research in physically accurate 3D modeling of a scene is gaining momentum because of its far reaching applications in civilian and defense sectors. The modeled 3D scene must conform both geometrically and spectrally to the real world for all the applications. Geometric modeling of a scene can be achieved in many ways of which the two most popular methods are - a) using multiple 2D passive images of the scene also called as stereo vision and b) using 3D point clouds like Lidar (Light detection and ranging) data. In this research work, we derive the 3D models of objects in a scene using passive aerial video imagery. At present, this geometric modeling requires a lot of manual intervention due to a variety of factors like sensor noise, low contrast conditions during image capture, etc. Hence long time periods, in the order of weeks and months, are required to model even a small scene. This thesis focuses on automating the process of geometric modeling of objects in a scene from passive aerial video imagery. The aerial video frames are stitched into stereo mosaics. These stereo mosaics not only provide the elevation information of a scene but also act as good 3D visualization tools. The 3D information obtained from the stereo mosaics is used to identify the various 3D objects, especially man-made buildings using probabilistic inference provided by Bayesian Networks. The initial 3D building models are further optimized by projecting them on to the individual video frames. The limitations of the state-of-art technology in attaining these goals are presented along with the techniques to overcome them. The improvement that can be achieved in the accuracy of the 3D models when Lidar data is fused with aerial video during the object identification process is also examined

    Single View Modeling and View Synthesis

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    This thesis develops new algorithms to produce 3D content from a single camera. Today, amateurs can use hand-held camcorders to capture and display the 3D world in 2D, using mature technologies. However, there is always a strong desire to record and re-explore the 3D world in 3D. To achieve this goal, current approaches usually make use of a camera array, which suffers from tedious setup and calibration processes, as well as lack of portability, limiting its application to lab experiments. In this thesis, I try to produce the 3D contents using a single camera, making it as simple as shooting pictures. It requires a new front end capturing device rather than a regular camcorder, as well as more sophisticated algorithms. First, in order to capture the highly detailed object surfaces, I designed and developed a depth camera based on a novel technique called light fall-off stereo (LFS). The LFS depth camera outputs color+depth image sequences and achieves 30 fps, which is necessary for capturing dynamic scenes. Based on the output color+depth images, I developed a new approach that builds 3D models of dynamic and deformable objects. While the camera can only capture part of a whole object at any instance, partial surfaces are assembled together to form a complete 3D model by a novel warping algorithm. Inspired by the success of single view 3D modeling, I extended my exploration into 2D-3D video conversion that does not utilize a depth camera. I developed a semi-automatic system that converts monocular videos into stereoscopic videos, via view synthesis. It combines motion analysis with user interaction, aiming to transfer as much depth inferring work from the user to the computer. I developed two new methods that analyze the optical flow in order to provide additional qualitative depth constraints. The automatically extracted depth information is presented in the user interface to assist with user labeling work. In this thesis, I developed new algorithms to produce 3D contents from a single camera. Depending on the input data, my algorithm can build high fidelity 3D models for dynamic and deformable objects if depth maps are provided. Otherwise, it can turn the video clips into stereoscopic video

    Image Based View Synthesis

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    This dissertation deals with the image-based approach to synthesize a virtual scene using sparse images or a video sequence without the use of 3D models. In our scenario, a real dynamic or static scene is captured by a set of un-calibrated images from different viewpoints. After automatically recovering the geometric transformations between these images, a series of photo-realistic virtual views can be rendered and a virtual environment covered by these several static cameras can be synthesized. This image-based approach has applications in object recognition, object transfer, video synthesis and video compression. In this dissertation, I have contributed to several sub-problems related to image based view synthesis. Before image-based view synthesis can be performed, images need to be segmented into individual objects. Assuming that a scene can approximately be described by multiple planar regions, I have developed a robust and novel approach to automatically extract a set of affine or projective transformations induced by these regions, correctly detect the occlusion pixels over multiple consecutive frames, and accurately segment the scene into several motion layers. First, a number of seed regions using correspondences in two frames are determined, and the seed regions are expanded and outliers are rejected employing the graph cuts method integrated with level set representation. Next, these initial regions are merged into several initial layers according to the motion similarity. Third, the occlusion order constraints on multiple frames are explored, which guarantee that the occlusion area increases with the temporal order in a short period and effectively maintains segmentation consistency over multiple consecutive frames. Then the correct layer segmentation is obtained by using a graph cuts algorithm, and the occlusions between the overlapping layers are explicitly determined. Several experimental results are demonstrated to show that our approach is effective and robust. Recovering the geometrical transformations among images of a scene is a prerequisite step for image-based view synthesis. I have developed a wide baseline matching algorithm to identify the correspondences between two un-calibrated images, and to further determine the geometric relationship between images, such as epipolar geometry or projective transformation. In our approach, a set of salient features, edge-corners, are detected to provide robust and consistent matching primitives. Then, based on the Singular Value Decomposition (SVD) of an affine matrix, we effectively quantize the search space into two independent subspaces for rotation angle and scaling factor, and then we use a two-stage affine matching algorithm to obtain robust matches between these two frames. The experimental results on a number of wide baseline images strongly demonstrate that our matching method outperforms the state-of-art algorithms even under the significant camera motion, illumination variation, occlusion, and self-similarity. Given the wide baseline matches among images I have developed a novel method for Dynamic view morphing. Dynamic view morphing deals with the scenes containing moving objects in presence of camera motion. The objects can be rigid or non-rigid, each of them can move in any orientation or direction. The proposed method can generate a series of continuous and physically accurate intermediate views from only two reference images without any knowledge about 3D. The procedure consists of three steps: segmentation, morphing and post-warping. Given a boundary connection constraint, the source and target scenes are segmented into several layers for morphing. Based on the decomposition of affine transformation between corresponding points, we uniquely determine a physically correct path for post-warping by the least distortion method. I have successfully generalized the dynamic scene synthesis problem from the simple scene with only rotation to the dynamic scene containing non-rigid objects. My method can handle dynamic rigid or non-rigid objects, including complicated objects such as humans. Finally, I have also developed a novel algorithm for tri-view morphing. This is an efficient image-based method to navigate a scene based on only three wide-baseline un-calibrated images without the explicit use of a 3D model. After automatically recovering corresponding points between each pair of images using our wide baseline matching method, an accurate trifocal plane is extracted from the trifocal tensor implied in these three images. Next, employing a trinocular-stereo algorithm and barycentric blending technique, we generate an arbitrary novel view to navigate the scene in a 2D space. Furthermore, after self-calibration of the cameras, a 3D model can also be correctly augmented into this virtual environment synthesized by the tri-view morphing algorithm. We have applied our view morphing framework to several interesting applications: 4D video synthesis, automatic target recognition, multi-view morphing

    Advances in Simultaneous Localization and Mapping in Confined Underwater Environments Using Sonar and Optical Imaging.

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    This thesis reports on the incorporation of surface information into a probabilistic simultaneous localization and mapping (SLAM) framework used on an autonomous underwater vehicle (AUV) designed for underwater inspection. AUVs operating in cluttered underwater environments, such as ship hulls or dams, are commonly equipped with Doppler-based sensors, which---in addition to navigation---provide a sparse representation of the environment in the form of a three-dimensional (3D) point cloud. The goal of this thesis is to develop perceptual algorithms that take full advantage of these sparse observations for correcting navigational drift and building a model of the environment. In particular, we focus on three objectives. First, we introduce a novel representation of this 3D point cloud as collections of planar features arranged in a factor graph. This factor graph representation probabalistically infers the spatial arrangement of each planar segment and can effectively model smooth surfaces (such as a ship hull). Second, we show how this technique can produce 3D models that serve as input to our pipeline that produces the first-ever 3D photomosaics using a two-dimensional (2D) imaging sonar. Finally, we propose a model-assisted bundle adjustment (BA) framework that allows for robust registration between surfaces observed from a Doppler sensor and visual features detected from optical images. Throughout this thesis, we show methods that produce 3D photomosaics using a combination of triangular meshes (derived from our SLAM framework or given a-priori), optical images, and sonar images. Overall, the contributions of this thesis greatly increase the accuracy, reliability, and utility of in-water ship hull inspection with AUVs despite the challenges they face in underwater environments. We provide results using the Hovering Autonomous Underwater Vehicle (HAUV) for autonomous ship hull inspection, which serves as the primary testbed for the algorithms presented in this thesis. The sensor payload of the HAUV consists primarily of: a Doppler velocity log (DVL) for underwater navigation and ranging, monocular and stereo cameras, and---for some applications---an imaging sonar.PhDElectrical Engineering: SystemsUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/120750/1/paulozog_1.pd

    Mosaic Maps: 2D Information from Perspective Data

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    View generation for three-dimensional scenes from video sequences

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    Emerging technologies for reef fisheries research and management [held during the 56th annual Gulf and Caribbean Fisheries Institute meeting in Tortola, British Virgin Islands, November 2003]

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    This publication of the NOAA Professional Paper NMFS Series is the product of a special symposium on “Emerging Technologies for Reef Fisheries Research and Management” held during the 56th annual Gulf and Caribbean Fisheries Institute meeting in Tortola, British Virgin Islands, November 2003. The purpose of this collection is to highlight the diversity of questions and issues in reef fisheries management that are benefiting from applications of technology. Topics cover a wide variety of questions and issues from the study of individual behavior, distribution and abundance of groups and populations, and associations between habitats and fish and shellfish species.(PDF files contains 124 pages.

    Viewpoint-Free Photography for Virtual Reality

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    Viewpoint-free photography, i.e., interactively controlling the viewpoint of a photograph after capture, is a standing challenge. In this thesis, we investigate algorithms to enable viewpoint-free photography for virtual reality (VR) from casual capture, i.e., from footage easily captured with consumer cameras. We build on an extensive body of work in image-based rendering (IBR). Given images of an object or scene, IBR methods aim to predict the appearance of an image taken from a novel perspective. Most IBR methods focus on full or near-interpolation, where the output viewpoints either lie directly between captured images, or nearby. These methods are not suitable for VR, where the user has significant range of motion and can look in all directions. Thus, it is essential to create viewpoint-free photos with a wide field-of-view and sufficient positional freedom to cover the range of motion a user might experience in VR. We focus on two VR experiences: 1) Seated VR experiences, where the user can lean in different directions. This simplifies the problem, as the scene is only observed from a small range of viewpoints. Thus, we focus on easy capture, showing how to turn panorama-style capture into 3D photos, a simple representation for viewpoint-free photos, and also how to speed up processing so users can see the final result on-site. 2) Room-scale VR experiences, where the user can explore vastly different perspectives. This is challenging: More input footage is needed, maintaining real-time display rates becomes difficult, view-dependent appearance and object backsides need to be modelled, all while preventing noticeable mistakes. We address these challenges by: (1) creating refined geometry for each input photograph, (2) using a fast tiled rendering algorithm to achieve real-time display rates, and (3) using a convolutional neural network to hide visual mistakes during compositing. Overall, we provide evidence that viewpoint-free photography is feasible from casual capture. We thoroughly compare with the state-of-the-art, showing that our methods achieve both a numerical improvement and a clear increase in visual quality for both seated and room-scale VR experiences

    Methods for Real-time Visualization and Interaction with Landforms

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    This thesis presents methods to enrich data modeling and analysis in the geoscience domain with a particular focus on geomorphological applications. First, a short overview of the relevant characteristics of the used remote sensing data and basics of its processing and visualization are provided. Then, two new methods for the visualization of vector-based maps on digital elevation models (DEMs) are presented. The first method uses a texture-based approach that generates a texture from the input maps at runtime taking into account the current viewpoint. In contrast to that, the second method utilizes the stencil buffer to create a mask in image space that is then used to render the map on top of the DEM. A particular challenge in this context is posed by the view-dependent level-of-detail representation of the terrain geometry. After suitable visualization methods for vector-based maps have been investigated, two landform mapping tools for the interactive generation of such maps are presented. The user can carry out the mapping directly on the textured digital elevation model and thus benefit from the 3D visualization of the relief. Additionally, semi-automatic image segmentation techniques are applied in order to reduce the amount of user interaction required and thus make the mapping process more efficient and convenient. The challenge in the adaption of the methods lies in the transfer of the algorithms to the quadtree representation of the data and in the application of out-of-core and hierarchical methods to ensure interactive performance. Although high-resolution remote sensing data are often available today, their effective resolution at steep slopes is rather low due to the oblique acquisition angle. For this reason, remote sensing data are suitable to only a limited extent for visualization as well as landform mapping purposes. To provide an easy way to supply additional imagery, an algorithm for registering uncalibrated photos to a textured digital elevation model is presented. A particular challenge in registering the images is posed by large variations in the photos concerning resolution, lighting conditions, seasonal changes, etc. The registered photos can be used to increase the visual quality of the textured DEM, in particular at steep slopes. To this end, a method is presented that combines several georegistered photos to textures for the DEM. The difficulty in this compositing process is to create a consistent appearance and avoid visible seams between the photos. In addition to that, the photos also provide valuable means to improve landform mapping. To this end, an extension of the landform mapping methods is presented that allows the utilization of the registered photos during mapping. This way, a detailed and exact mapping becomes feasible even at steep slopes
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