8 research outputs found

    Seamless, Static Multi-Texturing of 3D Meshes

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    In the context of 3D reconstruction, we present a static multi-texturing system yielding a seamless texture atlas calculated by combining the colour information from several photos from the same subject covering most of its surface. These pictures can be provided by shooting just one camera several times when reconstructing a static object, or a set of synchronized cameras, when dealing with a human or any other moving object. We suppress the colour seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by colour blending techniques. Our system is robust enough to compensate for the almost inevitable inaccuracies of 3D meshes obtained with visual hull–based techniques: errors in silhouette segmentation, inherently bad handling of concavities, etc

    Color-aware surface registration

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    Shape registration is fundamental to 3D object acquisition; it is used to fuse scans from multiple views. Existing algorithms mainly utilize geometric information to determine alignment, but this typically results in noticeable misalignment of textures (i.e. surface colors) when using RGB-depth cameras. We address this problem using a novel approach to color-aware registration, which takes both color and geometry into consideration simultaneously. Color information is exploited throughout the pipeline to provide more effective sampling, correspondence and alignment, in particular for surfaces with detailed textures. Our method can furthermore tackle both rigid and non-rigid registration problems (arising, for example, due to small changes in the object during scanning, or camera distortions). We demonstrate that our approach produces significantly better results than previous methods

    How to build a 2d and 3d aerial multispectral map?—all steps deeply explained

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    UIDB/04111/2020 PCIF/SSI/0102/2017 IF/00325/2015 UIDB/00066/2020The increased development of camera resolution, processing power, and aerial platforms helped to create more cost-efficient approaches to capture and generate point clouds to assist in scientific fields. The continuous development of methods to produce three-dimensional models based on two-dimensional images such as Structure from Motion (SfM) and Multi-View Stereopsis (MVS) allowed to improve the resolution of the produced models by a significant amount. By taking inspiration from the free and accessible workflow made available by OpenDroneMap, a detailed analysis of the processes is displayed in this paper. As of the writing of this paper, no literature was found that described in detail the necessary steps and processes that would allow the creation of digital models in two or three dimensions based on aerial images. With this, and based on the workflow of OpenDroneMap, a detailed study was performed. The digital model reconstruction process takes the initial aerial images obtained from the field survey and passes them through a series of stages. From each stage, a product is acquired and used for the following stage, for example, at the end of the initial stage a sparse reconstruction is produced, obtained by extracting features of the images and matching them, which is used in the following step, to increase its resolution. Additionally, from the analysis of the workflow, adaptations were made to the standard workflow in order to increase the compatibility of the developed system to different types of image sets. Particularly, adaptations focused on thermal imagery were made. Due to the low presence of strong features and therefore difficulty to match features across thermal images, a modification was implemented, so thermal models could be produced alongside the already implemented processes for multispectral and RGB image sets.publishersversionpublishe

    Digital Multispectral Map Reconstruction Using Aerial Imagery

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    Advances made in the computer vision field allowed for the establishment of faster and more accurate photogrammetry techniques. Structure from Motion(SfM) is a photogrammetric technique focused on the digital spatial reconstruction of objects based on a sequence of images. The benefit of Unmanned Aerial Vehicle (UAV) platforms allowed the ability to acquire high fidelity imagery intended for environmental mapping. This way, UAV platforms became a heavily adopted method of survey. The combination of SfM and the recent improvements of Unmanned Aerial Vehicle (UAV) platforms granted greater flexibility and applicability, opening a new path for a new remote sensing technique aimed to replace more traditional and laborious approaches often associated with high monetary costs. The continued development of digital reconstruction software and advances in the field of computer processing allowed for a more affordable and higher resolution solution when compared to the traditional methods. The present work proposed a digital reconstruction algorithm based on images taken by a UAV platform inspired by the work made available by the open-source project OpenDroneMap. The aerial images are inserted in the computer vision program and several operations are applied to them, including detection and matching of features, point cloud reconstruction, meshing, and texturing, which results in a final product that represents the surveyed site. Additionally, from the study, it was concluded that an implementation which addresses the processing of thermal images was not integrated in the works of OpenDroneMap. By this point, their work was altered to allow for the reconstruction of thermal maps without sacrificing the resolution of the final model. Standard methods to process thermal images required a larger image footprint (or area of ground capture in a frame), the reason for this is that these types of images lack the presence of invariable features and by increasing the image’s footprint, the number of features present in each frame also rises. However, this method of image capture results in a lower resolution of the final product. The algorithm was developed using open-source libraries. In order to validate the obtained results, this model was compared to data obtained from commercial products, like Pix4D. Furthermore, due to circumstances brought about by the current pandemic, it was not possible to conduct a field study for the comparison and assessment of our results, as such the validation of the models was performed by verifying if the geographic location of the model was performed correctly and by visually assessing the generated maps.Avanços no campo da visão computacional permitiu o desenvolvimento de algoritmos mais eficientes de fotogrametria. Structure from Motion (SfM) é uma técnica de fotogrametria que tem como objetivo a reconstrução digital de objectos no espaço derivados de uma sequência de imagens. A característica importante que os Veículos Aérios não-tripulados (UAV) conseguem fornecer, a nível de mapeamento, é a sua capacidade de obter um conjunto de imagens de alta resolução. Devido a isto, UAV tornaram-se num dos métodos adotados no estudo de topografia. A combinação entre SfM e recentes avanços nos UAV permitiram uma melhor flexibilidade e aplicabilidade, permitindo deste modo desenvolver um novo método de Remote Sensing. Este método pretende substituir técnicas tradicionais, as quais estão associadas a mão-de-obra intensiva e a custos monetários elevados. Avanços contínuos feitos em softwares de reconstrução digital e no poder de processamento resultou em modelos de maior resolução e menos dispendiosos comparando a métodos tradicionais. O presente estudo propõe um algoritmo de reconstrução digital baseado em imagens obtidas através de UAV inspiradas no estudo disponibilizado pela OpenDroneMap. Estas imagens são inseridas no programa de visão computacional, onde várias operações são realizadas, incluindo: deteção e correspondência de caracteristicas, geração da point cloud, meshing e texturação dos quais resulta o produto final que representa o local em estudo. De forma complementar, concluiu-se que o trabalho da OpenDroneMap não incluia um processo de tratamento de imagens térmicas. Desta forma, alterações foram efetuadas que permitissem a criação de mapas térmicos sem sacrificar resolução do produto final, pois métodos típicos para processamento de imagens térmicas requerem uma área de captura maior, devido à falta de características invariantes neste tipo de imagens, o que leva a uma redução de resolução. Desta forma, o programa proposto foi desenvolvido através de bibliotecas open-source e os resultados foram comparados com modelos gerados através de software comerciais. Além do mais, devido à situação pandémica atual, não foi possível efetuar um estudo de campo para validar os modelos obtidos, como tal esta verificação foi feita através da correta localização geográfica do modelo, bem como avaliação visual dos modelos criados

    Large-Scale Textured 3D Scene Reconstruction

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    Die Erstellung dreidimensionaler Umgebungsmodelle ist eine fundamentale Aufgabe im Bereich des maschinellen Sehens. Rekonstruktionen sind für eine Reihe von Anwendungen von Nutzen, wie bei der Vermessung, dem Erhalt von Kulturgütern oder der Erstellung virtueller Welten in der Unterhaltungsindustrie. Im Bereich des automatischen Fahrens helfen sie bei der Bewältigung einer Vielzahl an Herausforderungen. Dazu gehören Lokalisierung, das Annotieren großer Datensätze oder die vollautomatische Erstellung von Simulationsszenarien. Die Herausforderung bei der 3D Rekonstruktion ist die gemeinsame Schätzung von Sensorposen und einem Umgebunsmodell. Redundante und potenziell fehlerbehaftete Messungen verschiedener Sensoren müssen in eine gemeinsame Repräsentation der Welt integriert werden, um ein metrisch und photometrisch korrektes Modell zu erhalten. Gleichzeitig muss die Methode effizient Ressourcen nutzen, um Laufzeiten zu erreichen, welche die praktische Nutzung ermöglichen. In dieser Arbeit stellen wir ein Verfahren zur Rekonstruktion vor, das fähig ist, photorealistische 3D Rekonstruktionen großer Areale zu erstellen, die sich über mehrere Kilometer erstrecken. Entfernungsmessungen aus Laserscannern und Stereokamerasystemen werden zusammen mit Hilfe eines volumetrischen Rekonstruktionsverfahrens fusioniert. Ringschlüsse werden erkannt und als zusätzliche Bedingungen eingebracht, um eine global konsistente Karte zu erhalten. Das resultierende Gitternetz wird aus Kamerabildern texturiert, wobei die einzelnen Beobachtungen mit ihrer Güte gewichtet werden. Für eine nahtlose Erscheinung werden die unbekannten Belichtungszeiten und Parameter des optischen Systems mitgeschätzt und die Bilder entsprechend korrigiert. Wir evaluieren unsere Methode auf synthetischen Daten, realen Sensordaten unseres Versuchsfahrzeugs und öffentlich verfügbaren Datensätzen. Wir zeigen qualitative Ergebnisse großer innerstädtischer Bereiche, sowie quantitative Auswertungen der Fahrzeugtrajektorie und der Rekonstruktionsqualität. Zuletzt präsentieren wir mehrere Anwendungen und zeigen somit den Nutzen unserer Methode für Anwendungen im Bereich des automatischen Fahrens

    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

    Multi-view Texturing of Imprecise Mesh

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    International audienceReprojection of texture issued from cameras on a mesh estimated from multi-view reconstruction is often the last stage of the pipeline, used for rendering, visualization, or simulation of new views. Errors or imprecisions in the recovered 3D geometry are particularly noticeable at this stage. Nevertheless, it is sometimes desirable to get a visually correct rendering in spite of the inaccuracy in the mesh, when correction of this mesh is not an option, for example if the origin of error in the stereo pipeline is unknown, or if the mesh is a visual hull. We propose to apply slight deformations to the data images to fit at best the fixed mesh. This is done by intersecting rays issued from corresponding interest points in different views, projecting the resulting 3D points on the mesh and reprojecting these points on the images. This provides a displacement vector at matched interest points in the images. from which an approximating full distortion vector field can be estimated by thin-plate splines. Using the distorted images as input in texturing algorithms can result in noticeably better rendering, as demonstrated here in several experiments
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