185 research outputs found
Loss-resilient Coding of Texture and Depth for Free-viewpoint Video Conferencing
Free-viewpoint video conferencing allows a participant to observe the remote
3D scene from any freely chosen viewpoint. An intermediate virtual viewpoint
image is commonly synthesized using two pairs of transmitted texture and depth
maps from two neighboring captured viewpoints via depth-image-based rendering
(DIBR). To maintain high quality of synthesized images, it is imperative to
contain the adverse effects of network packet losses that may arise during
texture and depth video transmission. Towards this end, we develop an
integrated approach that exploits the representation redundancy inherent in the
multiple streamed videos a voxel in the 3D scene visible to two captured views
is sampled and coded twice in the two views. In particular, at the receiver we
first develop an error concealment strategy that adaptively blends
corresponding pixels in the two captured views during DIBR, so that pixels from
the more reliable transmitted view are weighted more heavily. We then couple it
with a sender-side optimization of reference picture selection (RPS) during
real-time video coding, so that blocks containing samples of voxels that are
visible in both views are more error-resiliently coded in one view only, given
adaptive blending will erase errors in the other view. Further, synthesized
view distortion sensitivities to texture versus depth errors are analyzed, so
that relative importance of texture and depth code blocks can be computed for
system-wide RPS optimization. Experimental results show that the proposed
scheme can outperform the use of a traditional feedback channel by up to 0.82
dB on average at 8% packet loss rate, and by as much as 3 dB for particular
frames
Coherent multi-dimensional segmentation of multiview images using a variational framework and applications to image based rendering
Image Based Rendering (IBR) and in particular light field rendering has attracted a lot of
attention for interpolating new viewpoints from a set of multiview images. New images of
a scene are interpolated directly from nearby available ones, thus enabling a photorealistic
rendering. Sampling theory for light fields has shown that exact geometric information
in the scene is often unnecessary for rendering new views. Indeed, the band of the function
is approximately limited and new views can be rendered using classical interpolation
methods. However, IBR using undersampled light fields suffers from aliasing effects and
is difficult particularly when the scene has large depth variations and occlusions. In order
to deal with these cases, we study two approaches:
New sampling schemes have recently emerged that are able to perfectly reconstruct
certain classes of parametric signals that are not bandlimited but characterized by a finite
number of parameters. In this context, we derive novel sampling schemes for piecewise
sinusoidal and polynomial signals. In particular, we show that a piecewise sinusoidal signal
with arbitrarily high frequencies can be exactly recovered given certain conditions. These
results are applied to parametric multiview data that are not bandlimited.
We also focus on the problem of extracting regions (or layers) in multiview images
that can be individually rendered free of aliasing. The problem is posed in a multidimensional
variational framework using region competition. In extension to previous
methods, layers are considered as multi-dimensional hypervolumes. Therefore the segmentation
is done jointly over all the images and coherence is imposed throughout the
data. However, instead of propagating active hypersurfaces, we derive a semi-parametric
methodology that takes into account the constraints imposed by the camera setup and the
occlusion ordering. The resulting framework is a global multi-dimensional region competition that is consistent in all the images and efficiently handles occlusions. We show the
validity of the approach with captured light fields. Other special effects such as augmented
reality and disocclusion of hidden objects are also demonstrated
Object-Based Rendering and 3D reconstruction Using a Moveable Image-Based System
published_or_final_versio
Livrable D4.2 of the PERSEE project : Représentation et codage 3D - Rapport intermédiaire - Définitions des softs et architecture
51Livrable D4.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.2 du projet. Son titre : Représentation et codage 3D - Rapport intermédiaire - Définitions des softs et architectur
TOWARD 3D RECONSTRUCTION OF STATIC AND DYNAMIC OBJECTS
The goal of image-based 3D reconstruction is to construct a spatial understanding of the world from a collection of images. For applications that seek to model generic real-world scenes, it is important that the reconstruction methods used are able to characterize both static scene elements (e.g. trees and buildings) as well as dynamic objects (e.g. cars and pedestrians). However, due to many inherent ambiguities in the reconstruction problem, recovering this 3D information with accuracy, robustness, and efficiency is a considerable challenge. To advance the research frontier for image-based 3D modeling, this dissertation focuses on three challenging problems in static scene and dynamic object reconstruction. We first target the problem of static scene depthmap estimation from crowd-sourced datasets (i.e. photos collected from the Internet). While achieving high-quality depthmaps using images taken under a controlled environment is already a difficult task, heterogeneous crowd-sourced data presents a unique set of challenges for multi-view depth estimation, including varying illumination and occasional occlusions. We propose a depthmap estimation method that demonstrates high accuracy, robustness, and scalability on a large number of photos collected from the Internet. Compared to static scene reconstruction, the problem of dynamic object reconstruction from monocular images is fundamentally ambiguous when not imposing any additional assumptions. This is because having only a single observation of an object is insufficient for valid 3D triangulation, which typically requires concurrent observations of the object from multiple viewpoints. Assuming that dynamic objects of the same class (e.g. all the pedestrians walking on a sidewalk) move in a common path in the real world, we develop a method that estimates the 3D positions of the dynamic objects from unstructured monocular images. Experiments on both synthetic and real datasets illustrate the solvability of the problem and the effectiveness of our approach. Finally, we address the problem of dynamic object reconstruction from a set of unsynchronized videos capturing the same dynamic event. This problem is of great interest because, due to the increased availability of portable capture devices, captures using multiple unsynchronized videos are common in the real world. To resolve the challenges that arises from non-concurrent captures and unknown temporal overlap among video streams, we propose a self-expressive dictionary learning framework, where the dictionary entries are defined as the collection of temporally varying structures. Experiments demonstrate the effectiveness of this approach to the previously unsolved problem.Doctor of Philosoph
Shape basis interpretation for monocular deformable 3D reconstruction
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, we propose a novel interpretable shape model to encode object non-rigidity. We first use the initial frames of a monocular video to recover a rest shape, used later to compute a dissimilarity measure based on a distance matrix measurement. Spectral analysis is then applied to this matrix to obtain a reduced shape basis, that in contrast to existing approaches, can be physically interpreted. In turn, these pre-computed shape bases are used to linearly span the deformation of a wide variety of objects. We introduce the low-rank basis into a sequential approach to recover both camera motion and non-rigid shape from the monocular video, by simply optimizing the weights of the linear combination using bundle adjustment. Since the number of parameters to optimize per frame is relatively small, specially when physical priors are considered, our approach is fast and can potentially run in real time. Validation is done in a wide variety of real-world objects, undergoing both inextensible and extensible deformations. Our approach achieves remarkable robustness to artifacts such as noisy and missing measurements and shows an improved performance to competing methods.Peer ReviewedPostprint (author's final draft
Learning Latent Representations of 3D Human Pose with Deep Neural Networks
Most recent approaches to monocular 3D pose estimation rely on Deep Learning. They either train a Convolutional Neural Network to directly regress from an image to a 3D pose, which ignores the dependencies between human joints, or model these dependencies via a max-margin structured learning framework, which involves a high computational cost at inference time. In this paper, we introduce a Deep Learning regression architecture for structured prediction of 3D human pose from monocular images or 2D joint location heatmaps that relies on an overcomplete autoencoder to learn a high-dimensional latent pose representation and accounts for joint dependencies. We further propose an efficient Long Short-Term Memory network to enforce temporal consistency on 3D pose predictions. We demonstrate that our approach achieves state-of-the-art performance both in terms of structure preservation and prediction accuracy on standard 3D human pose estimation benchmarks
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