2,246 research outputs found
Contour Generator Points for Threshold Selection and a Novel Photo-Consistency Measure for Space Carving
Space carving has emerged as a powerful method for multiview scene reconstruction. Although a wide variety of methods have been proposed, the quality of the reconstruction remains highly-dependent on the photometric consistency measure, and the threshold used to carve away voxels. In this paper, we present a novel photo-consistency measure that is motivated by a multiset variant of the chamfer distance. The new measure is robust to high amounts of within-view color variance and also takes into account the projection angles of back-projected pixels.
Another critical issue in space carving is the selection of the photo-consistency threshold used to determine what surface voxels are kept or carved away. In this paper, a reliable threshold selection technique is proposed that examines the photo-consistency values at contour generator points. Contour generators are points that lie on both the surface of the object and the visual hull. To determine the threshold, a percentile ranking of the photo-consistency values of these generator points is used. This improved technique is applicable to a wide variety of photo-consistency measures, including the new measure presented in this paper. Also presented in this paper is a method to choose between photo-consistency measures, and voxel array resolutions prior to carving using receiver operating characteristic (ROC) curves
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A Surface Evolution Approach to Probabilistic Space Carving
We present a 3D photography method that generates a texture-mapped three-dimensional model of a scene computed from multi-view calibrated two-dimensional photographs. Our approach first performs probabilistic space carving, which results in a 3D grid of voxel probabilities that describe the likelihood of a voxel existing in the model. We then employ a three-dimensional geodesic active surface to extract a most likely conformally-weighted minimal surface from the voxel probabilities. This surface is then polygonalized and texture-mapped, yielding in a 3D model easily rendered with standard graphics hardware
Hashing-Based-Estimators for Kernel Density in High Dimensions
Given a set of points and a kernel , the Kernel
Density Estimate at a point is defined as
. We study the problem
of designing a data structure that given a data set and a kernel function,
returns *approximations to the kernel density* of a query point in *sublinear
time*. We introduce a class of unbiased estimators for kernel density
implemented through locality-sensitive hashing, and give general theorems
bounding the variance of such estimators. These estimators give rise to
efficient data structures for estimating the kernel density in high dimensions
for a variety of commonly used kernels. Our work is the first to provide
data-structures with theoretical guarantees that improve upon simple random
sampling in high dimensions.Comment: A preliminary version of this paper appeared in FOCS 201
3D Dynamic Scene Reconstruction from Multi-View Image Sequences
A confirmation report outlining my PhD research plan is presented. The PhD research topic is 3D dynamic scene reconstruction from multiple view image sequences. Chapter 1 describes the motivation and research aims. An overview of the progress in the past year is included. Chapter 2 is a review of volumetric scene reconstruction techniques and Chapter 3 is an in-depth description of my proposed reconstruction method. The theory behind the proposed volumetric scene reconstruction method is also presented, including topics in projective geometry, camera calibration and energy minimization. Chapter 4 presents the research plan and outlines the future work planned for the next two years
3D Least Squares Based Surface Reconstruction
Diese Arbeit prĂ€sentiert einen vollstĂ€ndig dreidimensionalen (3D) Algorithmus zur OberflĂ€chenrekonstruktion aus Bildfolgen mit groĂer Basis. Die rekonstruierten OberflĂ€chen werden durch Dreiecksgitter beschrieben, was eine einfache Integration von Bild- und Geometrie-basierten Bedingungen ermöglicht. Die vorgestellte Arbeit erweitert den erfolgreichen Ansatz von Heipke (1990) zur 2,5D Rekonstruktion zur vollstĂ€ndigen 3D Rekonstruktion. Verdeckung und nicht-Lambertsche Spiegelung werden durch robuste kleinste Quadrate Ausgleichung zur SchĂ€tzung des Modells berĂŒcksichtigt. Ausgangsdaten sind Bilder von verschiedenen Positionen, abgeleitete genaue Orientierungen der Bilder und eine begrenzte Zahl von 3D Punkten (Bartelsen and Mayer 2010). Die erste Neuerung des vorgestellten Ansatzes besteht in der Art und Weise, wie zusĂ€tzliche Punkte (Unbekannte) in dem Dreiecksgitter aus den vorgegebenen 3D Punkten positioniert werden. Dank den genauen Positionen dieser zusĂ€tzlichen Punkte werden prĂ€zisere und genauere rekonstruierte OberflĂ€chen bezĂŒglich Form und Anpassung der Bildtextur erhalten. Die zweite Neuerung besteht darin, dass individuelle Bias-Parameter fĂŒr verschiedene Bilder und angepasste Gewichtungen fĂŒr unterschiedliche Bildbeobachtungen verwendet werden, um damit unterschiedliche IntensitĂ€ten verschiedener Bilder als auch AusreiĂer zu berĂŒcksichtigen. Die dritte Neuerung sind die verwendete Faktorisierung der Design-Matrix und die Art und Weise, wie die Gitter in Ebenen zerlegt werden, um die Laufzeit zu reduzieren. Das wesentliche Element des vorgestellten Modells besteht in der Varianz der IntensitĂ€tswerte der Bildbeobachtungen innerhalb eines Dreiecks. Mit dem vorgestellten Ansatz können genaue 3D OberflĂ€chen fĂŒr unterschiedliche Arten von Szenen rekonstruiert werden. Ergebnisse werden als VRML (Virtual Reality Modeling Language) Modelle ausgegeben, welche sowohl das Potential als auch die derzeitigen Grenzen des Ansatzes aufzeigen.This thesis presents a fully three dimensional (3D) surface reconstruction algorithm from wide-baseline image sequences. Triangle meshes represent the reconstructed surfaces allowing for an easy integration of image- and geometry-based constraints. We extend the successful approach for 2.5D reconstruction of Heipke (1990) to full 3D. To take into account occlusion and non-Lambertian reflection, we apply robust least squares adjustment to estimate the model. The input for our approach are images taken from different positions and derived accurate image orientations as well as sparse 3D points (Bartelsen and Mayer 2010). The first novelty of our approach is the way we position additional 3D points (unknowns) in the triangle meshes constructed from given 3D points. Owing to the precise positions of these additional 3D points, we obtain more precise and accurate reconstructed surfaces in terms of shape and fit of texture. The second novelty is to apply individual bias parameters for different images and adapted weights for different image observations to account for differences in the intensity values for different images as well as to consider outliers in the estimation. The third novelty is the way we factorize the design matrix and divide the meshes into layers to reduce the run time. The essential element for our model is the variance of the intensity values of image observations inside a triangle. Applying the approach, we can reconstruct accurate 3D surfaces for different types of scenes. Results are presented in the form of VRML (Virtual Reality Modeling Language) models, demonstrating the potential of the approach as well as its current shortcomings
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