11,964 research outputs found

    Outdoor Dynamic 3-D Scene Reconstruction

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    Existing systems for 3D reconstruction from multiple view video use controlled indoor environments with uniform illumination and backgrounds to allow accurate segmentation of dynamic foreground objects. In this paper we present a portable system for 3D reconstruction of dynamic outdoor scenes which require relatively large capture volumes with complex backgrounds and non-uniform illumination. This is motivated by the demand for 3D reconstruction of natural outdoor scenes to support film and broadcast production. Limitations of existing multiple view 3D reconstruction techniques for use in outdoor scenes are identified. Outdoor 3D scene reconstruction is performed in three stages: (1) 3D background scene modelling using spherical stereo image capture; (2) multiple view segmentation of dynamic foreground objects by simultaneous video matting across multiple views; and (3) robust 3D foreground reconstruction and multiple view segmentation refinement in the presence of segmentation and calibration errors. Evaluation is performed on several outdoor productions with complex dynamic scenes including people and animals. Results demonstrate that the proposed approach overcomes limitations of previous indoor multiple view reconstruction approaches enabling high-quality free-viewpoint rendering and 3D reference models for production

    SOL-NeRF:Sunlight Modeling for Outdoor Scene Decomposition and Relighting

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    Outdoor scenes often involve large-scale geometry and complex unknown lighting conditions, making it difficult to decompose them into geometry, reflectance and illumination. Recently researchers made attempts to decompose outdoor scenes using Neural Radiance Fields (NeRF) and learning-based lighting and shadow representations. However, diverse lighting conditions and shadows in outdoor scenes are challenging for learning-based models. Moreover, existing methods may produce rough geometry and normal reconstruction and introduce notable shading artifacts when the scene is rendered under a novel illumination. To solve the above problems, we propose SOL-NeRF to decompose outdoor scenes with the help of a hybrid lighting representation and a signed distance field geometry reconstruction. We use a single Spherical Gaussian (SG) lobe to approximate the sun lighting, and a first-order Spherical Harmonic (SH) mixture to resemble the sky lighting. This hybrid representation is specifically designed for outdoor settings, and compactly models the outdoor lighting, ensuring robustness and efficiency. The shadow of the direct sun lighting can be obtained by casting the ray against the mesh extracted from the signed distance field, and the remaining shadow can be approximated by Ambient Occlusion (AO). Additionally, sun lighting color prior and a relaxed Manhattan-world assumption can be further applied to boost decomposition and relighting performance. When changing the lighting condition, our method can produce consistent relighting results with correct shadow effects. Experiments conducted on our hybrid lighting scheme and the entire decomposition pipeline show that our method achieves better reconstruction, decomposition, and relighting performance compared to previous methods both quantitatively and qualitatively.</p

    Illumination Invariant Outdoor Perception

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    This thesis proposes the use of a multi-modal sensor approach to achieve illumination invariance in images taken in outdoor environments. The approach is automatic in that it does not require user input for initialisation, and is not reliant on the input of atmospheric radiative transfer models. While it is common to use pixel colour and intensity as features in high level vision algorithms, their performance is severely limited by the uncontrolled lighting and complex geometric structure of outdoor scenes. The appearance of a material is dependent on the incident illumination, which can vary due to spatial and temporal factors. This variability causes identical materials to appear differently depending on their location. Illumination invariant representations of the scene can potentially improve the performance of high level vision algorithms as they allow discrimination between pixels to occur based on the underlying material characteristics. The proposed approach to obtaining illumination invariance utilises fused image and geometric data. An approximation of the outdoor illumination is used to derive per-pixel scaling factors. This has the effect of relighting the entire scene using a single illuminant that is common in terms of colour and intensity for all pixels. The approach is extended to radiometric normalisation and the multi-image scenario, meaning that the resultant dataset is both spatially and temporally illumination invariant. The proposed illumination invariance approach is evaluated on several datasets and shows that spatial and temporal invariance can be achieved without loss of spectral dimensionality. The system requires very few tuning parameters, meaning that expert knowledge is not required in order for its operation. This has potential implications for robotics and remote sensing applications where perception systems play an integral role in developing a rich understanding of the scene

    Estimating Outdoor Illumination Conditions Based on Detection of Dynamic Shadows

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    Urban Radiance Field Representation with Deformable Neural Mesh Primitives

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    Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1)(1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2)(2) Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33×\times faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: \href{https://dnmp.github.io/}{https://dnmp.github.io/}.Comment: Accepted to ICCV202
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