47 research outputs found

    Accelerated volumetric reconstruction from uncalibrated camera views

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    While both work with images, computer graphics and computer vision are inverse problems. Computer graphics starts traditionally with input geometric models and produces image sequences. Computer vision starts with input image sequences and produces geometric models. In the last few years, there has been a convergence of research to bridge the gap between the two fields. This convergence has produced a new field called Image-based Rendering and Modeling (IBMR). IBMR represents the effort of using the geometric information recovered from real images to generate new images with the hope that the synthesized ones appear photorealistic, as well as reducing the time spent on model creation. In this dissertation, the capturing, geometric and photometric aspects of an IBMR system are studied. A versatile framework was developed that enables the reconstruction of scenes from images acquired with a handheld digital camera. The proposed system targets applications in areas such as Computer Gaming and Virtual Reality, from a lowcost perspective. In the spirit of IBMR, the human operator is allowed to provide the high-level information, while underlying algorithms are used to perform low-level computational work. Conforming to the latest architecture trends, we propose a streaming voxel carving method, allowing a fast GPU-based processing on commodity hardware

    Variable Resolution & Dimensional Mapping For 3d Model Optimization

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    Three-dimensional computer models, especially geospatial architectural data sets, can be visualized in the same way humans experience the world, providing a realistic, interactive experience. Scene familiarization, architectural analysis, scientific visualization, and many other applications would benefit from finely detailed, high resolution, 3D models. Automated methods to construct these 3D models traditionally has produced data sets that are often low fidelity or inaccurate; otherwise, they are initially highly detailed, but are very labor and time intensive to construct. Such data sets are often not practical for common real-time usage and are not easily updated. This thesis proposes Variable Resolution & Dimensional Mapping (VRDM), a methodology that has been developed to address some of the limitations of existing approaches to model construction from images. Key components of VRDM are texture palettes, which enable variable and ultra-high resolution images to be easily composited; texture features, which allow image features to integrated as image or geometry, and have the ability to modify the geometric model structure to add detail. These components support a primary VRDM objective of facilitating model refinement with additional data. This can be done until the desired fidelity is achieved as practical limits of infinite detail are approached. Texture Levels, the third component, enable real-time interaction with a very detailed model, along with the flexibility of having alternate pixel data for a given area of the model and this is achieved through extra dimensions. Together these techniques have been used to construct models that can contain GBs of imagery data

    Machine vision: a survey

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    This paper surveys the field of machine vision from a computer science perspective. It is written to act as an introduction to the field and presents the reader with references to specific implementations. Machine vision is a complex and developing field that can be broken into the three stages: stereo correspondence, scene reconstruction, and object recognition. We present the techniques and general approaches to each of these stages and summarize the future direction of research

    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

    Multi-camera reconstruction and rendering for free-viewpoint video

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    While virtual environments in interactive entertainment become more and more lifelike and sophisticated, traditional media like television and video have not yet embraced the new possibilities provided by the rapidly advancing processing power. In particular, they remain as non-interactive as ever, and do not allow the viewer to change the camera perspective to his liking. The goal of this work is to advance in this direction, and provide essential ingredients for a free-viewpoint video system, where the viewpoint can be chosen interactively during playback. Knowledge of scene geometry is required to synthesize novel views. Therefore, we describe 3D reconstruction methods for two distinct kinds of camera setups. The first one is depth reconstruction for camera arrays with parallel optical axes, the second one surface reconstruction, in the case that the cameras are distributed around the scene. Another vital part of a 3D video system is the interactive rendering from different viewpoints, which has to perform in real-time. We cover this topic in the last part of this thesis.Während die virtuellen Welten in interaktiven Unterhaltungsmedien immer realitätsnäher werden, machen traditionellere Medien wie Fernsehen und Video von den neuen Möglichkeiten der rasant wachsenden Rechenkapazität bisher kaum Gebrauch. Insbesondere mangelt es ihnen immer noch an Interaktivität, und sie erlauben dem Konsumenten nicht, elementare Parameter wie zum Beispiel die Kameraperspektive seinen Wünschen anzupassen. Ziel dieser Arbeit ist es, die Entwicklung in diese Richtung voranzubringen und essentielle Bausteine für ein Videosystem bereitzustellen, bei dem der Blickpunkt während der Wiedergabe jederzeit völlig frei gewählt werden kann. Um neue Ansichten synthetisieren zu können, ist zunächst Kenntnis von der 3D Geometrie der Szene notwendig. Wir entwickeln daher Rekonstruktionsalgorithmen für zwei verschiedene Anordnungen von Kameras. Falls die Kameras eng beieinanderliegen und parallele optische Achsen haben, können lediglich Tiefenkarten geschätzt werden. Sind die Kameras jedoch im einer Halbkugel um die Szene herum montiert, so rekonstruieren wir sogar echte Oberflächengeometrie. Ein weiterer wichtiger Aspekt ist die interaktive Darstellung der Szene aus neuen Blickwinkeln, die wir im letzten Teil der Arbeit in Angriff nehmen

    Towards Real-Time Novel View Synthesis Using Visual Hulls

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    This thesis discusses fast novel view synthesis from multiple images taken from different viewpoints. We propose several new algorithms that take advantage of modern graphics hardware to create novel views. Although different approaches are explored, one geometry representation, the visual hull, is employed throughout our work. First the visual hull plays an auxiliary role and assists in reconstruction of depth maps that are utilized for novel view synthesis. Then we treat the visual hull as the principal geometry representation of scene objects. A hardwareaccelerated approach is presented to reconstruct and render visual hulls directly from a set of silhouette images. The reconstruction is embedded in the rendering process and accomplished with an alpha map trimming technique. We go on by combining this technique with hardware-accelerated CSG reconstruction to improve the rendering quality of visual hulls. Finally, photometric information is exploited to overcome an inherent limitation of the visual hull. All algorithms are implemented on a distributed system. Novel views are generated at interactive or real-time frame rates.In dieser Dissertation werden mehrere Verfahren vorgestellt, mit deren Hilfe neue Ansichten einer Szene aus mehreren Bildströmen errechnet werden können. Die Bildströme werden hierzu aus unterschiedlichen Blickwinkeln auf die Szene aufgezeichnet. Wir schlagen mehrere Algorithmen vor, welche die Funktionen moderner Grafikhardware ausnutzen, um die neuen Ansichten zu errechnen. Obwohl die Verfahren sich methodisch unterscheiden, basieren sie auf der gleichen Geometriedarstellung, der Visual Hull. In der ersten Methode spielt die Visual Hull eine unterstützende Rolle bei der Rekonstruktion von Tiefenbildern, die zur Erzeugung neuer Ansichten verwendet werden. In den nachfolgend vorgestellten Verfahren dient die Visual Hull primär der Repräsentation von Objekten in einer Szene. Eine hardwarebeschleunigte Methode, um Visual Hulls direkt aus mehreren Silhouettenbildern zu rekonstruieren und zu rendern, wird vorgestellt. Das Rekonstruktionsverfahren ist hierbei Bestandteil der Renderingmethode und basiert auf einer Alpha Map Trimming Technik. Ein weiterer Algorithmus verbessert die Qualitaet der gerenderten Visual Hulls, indem das Alpha-Map-basierte Verfahren mit einer hardware-beschleunigten CSG Rekonstruktiontechnik kombiniert wird. Eine vierte Methode nutzt zusaetzlich photometrische Information aus, um eine grundlegende Beschraenkung des Visual-Hull-Ansatzes zu umgehen. Alle Verfahren ermoeglichen die interaktive oder Echtzeit- Erzeugung neuer Ansichten

    Fehlerkaschierte Bildbasierte Darstellungsverfahren

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    Creating photo-realistic images has been one of the major goals in computer graphics since its early days. Instead of modeling the complexity of nature with standard modeling tools, image-based approaches aim at exploiting real-world footage directly,as they are photo-realistic by definition. A drawback of these approaches has always been that the composition or combination of different sources is a non-trivial task, often resulting in annoying visible artifacts. In this thesis we focus on different techniques to diminish visible artifacts when combining multiple images in a common image domain. The results are either novel images, when dealing with the composition task of multiple images, or novel video sequences rendered in real-time, when dealing with video footage from multiple cameras.Fotorealismus ist seit jeher eines der großen Ziele in der Computergrafik. Anstatt die Komplexität der Natur mit standardisierten Modellierungswerkzeugen nachzubauen, gehen bildbasierte Ansätze den umgekehrten Weg und verwenden reale Bildaufnahmen zur Modellierung, da diese bereits per Definition fotorealistisch sind. Ein Nachteil dieser Variante ist jedoch, dass die Komposition oder Kombination mehrerer Quellbilder eine nichttriviale Aufgabe darstellt und häufig unangenehm auffallende Artefakte im erzeugten Bild nach sich zieht. In dieser Dissertation werden verschiedene Ansätze verfolgt, um Artefakte zu verhindern oder abzuschwächen, welche durch die Komposition oder Kombination mehrerer Bilder in einer gemeinsamen Bilddomäne entstehen. Im Ergebnis liefern die vorgestellten Verfahren neue Bilder oder neue Ansichten einer Bildsammlung oder Videosequenz, je nachdem, ob die jeweilige Aufgabe die Komposition mehrerer Bilder ist oder die Kombination mehrerer Videos verschiedener Kameras darstellt

    Development of a SGM-based multi-view reconstruction framework for aerial imagery

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    Advances in the technology of digital airborne camera systems allow for the observation of surfaces with sampling rates in the range of a few centimeters. In combination with novel matching approaches, which estimate depth information for virtually every pixel, surface reconstructions of impressive density and precision can be generated. Therefore, image based surface generation meanwhile is a serious alternative to LiDAR based data collection for many applications. Surface models serve as primary base for geographic products as for example map creation, production of true-ortho photos or visualization purposes within the framework of virtual globes. The goal of the presented theses is the development of a framework for the fully automatic generation of 3D surface models based on aerial images - both standard nadir as well as oblique views. This comprises several challenges. On the one hand dimensions of aerial imagery is considerable and the extend of the areas to be reconstructed can encompass whole countries. Beside scalability of methods this also requires decent processing times and efficient handling of the given hardware resources. Moreover, beside high precision requirements, a high degree of automation has to be guaranteed to limit manual interaction as much as possible. Due to the advantages of scalability, a stereo method is utilized in the presented thesis. The approach for dense stereo is based on an adapted version of the semi global matching (SGM) algorithm. Following a hierarchical approach corresponding image regions and meaningful disparity search ranges are identified. It will be verified that, dependent on undulations of the scene, time and memory demands can be reduced significantly, by up to 90% within some of the conducted tests. This enables the processing of aerial datasets on standard desktop machines in reasonable times even for large fields of depth. Stereo approaches generate disparity or depth maps, in which redundant depth information is available. To exploit this redundancy, a method for the refinement of stereo correspondences is proposed. Thereby redundant observations across stereo models are identified, checked for geometric consistency and their reprojection error is minimized. This way outliers are removed and precision of depth estimates is improved. In order to generate consistent surfaces, two algorithms for depth map fusion were developed. The first fusion strategy aims for the generation of 2.5D height models, also known as digital surface models (DSM). The proposed method improves existing methods regarding quality in areas of depth discontinuities, for example at roof edges. Utilizing benchmarks designed for the evaluation of image based DSM generation we show that the developed approaches favorably compare to state-of-the-art algorithms and that height precisions of few GSDs can be achieved. Furthermore, methods for the derivation of meshes based on DSM data are discussed. The fusion of depth maps for 3D scenes, as e.g. frequently required during evaluation of high resolution oblique aerial images in complex urban environments, demands for a different approach since scenes can in general not be represented as height fields. Moreover, depths across depth maps possess varying precision and sampling rates due to variances in image scale, errors in orientation and other effects. Within this thesis a median-based fusion methodology is proposed. By using geometry-adaptive triangulation of depth maps depth-wise normals are extracted and, along the point coordinates are filtered and fused using tree structures. The output of this method are oriented points which then can be used to generate meshes. Precision and density of the method will be evaluated using established multi-view benchmarks. Beside the capability to process close range datasets, results for large oblique airborne data sets will be presented. The report closes with a summary, discussion of limitations and perspectives regarding improvements and enhancements. The implemented algorithms are core elements of the commercial software package SURE, which is freely available for scientific purposes

    Multi-View Stereo Reconstruction from Image Sequence

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    Import 05/08/2014Tato diplomová práce se zabývá prostorovou rekonstrukcí ze série kalibrovaných snímků založenou na principech Structure from Motion. První část práce představuje základní principy Structure from Motion a několik algoritmů a postupů řešících jednotlivé kroky celkového postupu rekonstrukce. V druhé části práce je navržena demonstrační aplikace. Samotná implementace navržené aplikace je uskutečněna za použití knihoven OpenCV a PCL. Na závěr jsou výsledky generované navrženou aplikací porovnány s výsledky v současnosti nejpokročilejšího uživatelsky přístupného řešení Autodesk 123D Catch.This thesis focus on the spatial reconstruction from the calibrated image set based on the principles of the Structure from Motion pattern. First part of the thesis introduces the basic principles of Structure from Motion pattern and several common algorithms used for solving the particular steps of the overall workflow. In the second part of the thesis the demonstrational application is proposed and discussed. The implementation of the proposed application is done with the usage of OpenCV and PCL libraries. Finally, the results of the demonstrational application are compared with the current state of the art consumer-level solution Autodesk 123D Catch.460 - Katedra informatikydobř
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