4,338 research outputs found

    Assessment of a photogrammetric approach for urban DSM extraction from tri-stereoscopic satellite imagery

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    Built-up environments are extremely complex for 3D surface modelling purposes. The main distortions that hamper 3D reconstruction from 2D imagery are image dissimilarities, concealed areas, shadows, height discontinuities and discrepancies between smooth terrain and man-made features. A methodology is proposed to improve automatic photogrammetric extraction of an urban surface model from high resolution satellite imagery with the emphasis on strategies to reduce the effects of the cited distortions and to make image matching more robust. Instead of a standard stereoscopic approach, a digital surface model is derived from tri-stereoscopic satellite imagery. This is based on an extensive multi-image matching strategy that fully benefits from the geometric and radiometric information contained in the three images. The bundled triplet consists of an IKONOS along-track pair and an additional near-nadir IKONOS image. For the tri-stereoscopic study a densely built-up area, extending from the centre of Istanbul to the urban fringe, is selected. The accuracy of the model extracted from the IKONOS triplet, as well as the model extracted from only the along-track stereopair, are assessed by comparison with 3D check points and 3D building vector data

    The effect of transparency on recognition of overlapping objects

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    Are overlapping objects easier to recognize when the objects are transparent or opaque? It is important to know whether the transparency of X-ray images of luggage contributes to the difficulty in searching those images for targets. Transparency provides extra information about objects that would normally be occluded but creates potentially ambiguous depth relations at the region of overlap. Two experiments investigated the threshold durations at which adult participants could accurately name pairs of overlapping objects that were opaque or transparent. In Experiment 1, the transparent displays included monocular cues to relative depth. Recognition of the back object was possible at shorter durations for transparent displays than for opaque displays. In Experiment 2, the transparent displays had no monocular depth cues. There was no difference in the duration at which the back object was recognized across transparent and opaque displays. The results of the two experiments suggest that transparent displays, even though less familiar than opaque displays, do not make object recognition more difficult, and possibly show a benefit. These findings call into question the importance of edge junctions in object recognitio

    From 3D Point Clouds to Pose-Normalised Depth Maps

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    We consider the problem of generating either pairwise-aligned or pose-normalised depth maps from noisy 3D point clouds in a relatively unrestricted poses. Our system is deployed in a 3D face alignment application and consists of the following four stages: (i) data filtering, (ii) nose tip identification and sub-vertex localisation, (iii) computation of the (relative) face orientation, (iv) generation of either a pose aligned or a pose normalised depth map. We generate an implicit radial basis function (RBF) model of the facial surface and this is employed within all four stages of the process. For example, in stage (ii), construction of novel invariant features is based on sampling this RBF over a set of concentric spheres to give a spherically-sampled RBF (SSR) shape histogram. In stage (iii), a second novel descriptor, called an isoradius contour curvature signal, is defined, which allows rotational alignment to be determined using a simple process of 1D correlation. We test our system on both the University of York (UoY) 3D face dataset and the Face Recognition Grand Challenge (FRGC) 3D data. For the more challenging UoY data, our SSR descriptors significantly outperform three variants of spin images, successfully identifying nose vertices at a rate of 99.6%. Nose localisation performance on the higher quality FRGC data, which has only small pose variations, is 99.9%. Our best system successfully normalises the pose of 3D faces at rates of 99.1% (UoY data) and 99.6% (FRGC data)

    Light field reconstruction from multi-view images

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    Kang Han studied recovering the 3D world from multi-view images. He proposed several algorithms to deal with occlusions in depth estimation and effective representations in view rendering. the proposed algorithms can be used for many innovative applications based on machine intelligence, such as autonomous driving and Metaverse

    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
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