67 research outputs found

    Casual 3D photography

    Get PDF
    We present an algorithm that enables casual 3D photography. Given a set of input photos captured with a hand-held cell phone or DSLR camera, our algorithm reconstructs a 3D photo, a central panoramic, textured, normal mapped, multi-layered geometric mesh representation. 3D photos can be stored compactly and are optimized for being rendered from viewpoints that are near the capture viewpoints. They can be rendered using a standard rasterization pipeline to produce perspective views with motion parallax. When viewed in VR, 3D photos provide geometrically consistent views for both eyes. Our geometric representation also allows interacting with the scene using 3D geometry-aware effects, such as adding new objects to the scene and artistic lighting effects. Our 3D photo reconstruction algorithm starts with a standard structure from motion and multi-view stereo reconstruction of the scene. The dense stereo reconstruction is made robust to the imperfect capture conditions using a novel near envelope cost volume prior that discards erroneous near depth hypotheses. We propose a novel parallax-tolerant stitching algorithm that warps the depth maps into the central panorama and stitches two color-and-depth panoramas for the front and back scene surfaces. The two panoramas are fused into a single non-redundant, well-connected geometric mesh. We provide videos demonstrating users interactively viewing and manipulating our 3D photos

    Joint Motion, Semantic Segmentation, Occlusion, and Depth Estimation

    Get PDF
    Visual scene understanding is one of the most important components of autonomous navigation. It includes multiple computer vision tasks such as recognizing objects, perceiving their 3D structure, and analyzing their motion, all of which have gone through remarkable progress over the recent years. However, most of the earlier studies have explored these components individually, and thus potential benefits from exploiting the relationship between them have been overlooked. In this dissertation, we explore what kind of relationship the tasks can present, along with the potential benefits that could be discovered from jointly formulating multiple tasks. The joint formulation allows each task to exploit the other task as an additional input cue and eventually improves the accuracy of the joint tasks. We first present the joint estimation of semantic segmentation and optical flow. Though not directly related, the tasks provide an important cue to each other in the temporal domain. Semantic information can provide information on plausible physical motion of its associated pixels, and accurate pixel-level temporal correspondences enhance the temporal consistency of semantic segmentation. We demonstrate that the joint formulation improves the accuracy of both tasks. Second, we investigate the mutual relationship between optical flow and occlusion estimation. Unlike most previous methods considering occlusions as outliers, we highlight the importance of jointly reasoning the two tasks in the optimization. Specifically through utilizing forward-backward consistency and occlusion-disocclusion symmetry in the energy, we demonstrate that the joint formulation brings substantial performance benefits for both tasks on standard benchmarks. We further demonstrate that optical flow and occlusion can exploit their mutual relationship in Convolutional Neural Network as well. We propose to iteratively and residually refine the estimates using a single weight-shared network, which substantially improves the accuracy without adding network parameters or even reducing them depending on the backbone networks. Next, we propose a joint depth and 3D scene flow estimation from only two temporally consecutive monocular images. We solve this ill-posed problem by taking an inverse problem view. We design a single Convolutional Neural Network that simultaneously estimates depth and 3D motion from a classical optical flow cost volume. With self-supervised learning, we leverage unlabeled data for training, without concerns about the shortage of 3D annotation for direct supervision. Finally, we conclude by summarizing the contributions and discussing future perspectives that can resolve current challenges our approaches have

    Boosting Monocular Depth Estimation with Lightweight 3D Point Fusion

    Get PDF
    In this paper, we propose enhancing monocular depth estimation by adding 3D points as depth guidance. Unlike existing depth completion methods, our approach performs well on extremely sparse and unevenly distributed point clouds, which makes it agnostic to the source of the 3D points. We achieve this by introducing a novel multi-scale 3D point fusion network that is both lightweight and efficient. We demonstrate its versatility on two different depth estimation problems where the 3D points have been acquired with conventional structure-from-motion and LiDAR. In both cases, our network performs on par with state-of-the-art depth completion methods and achieves significantly higher accuracy when only a small number of points is used while being more compact in terms of the number of parameters. We show that our method outperforms some contemporary deep learning based multi-view stereo and structure-from-motion methods both in accuracy and in compactness.acceptedVersionPeer reviewe

    Motion parallax for 360° RGBD video

    Get PDF
    We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today''s most popular 360° stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea

    Viewpoint-Free Photography for Virtual Reality

    Get PDF
    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
    corecore