172 research outputs found

    Hierarchical structure-and-motion recovery from uncalibrated images

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    This paper addresses the structure-and-motion problem, that requires to find camera motion and 3D struc- ture from point matches. A new pipeline, dubbed Samantha, is presented, that departs from the prevailing sequential paradigm and embraces instead a hierarchical approach. This method has several advantages, like a provably lower computational complexity, which is necessary to achieve true scalability, and better error containment, leading to more stability and less drift. Moreover, a practical autocalibration procedure allows to process images without ancillary information. Experiments with real data assess the accuracy and the computational efficiency of the method.Comment: Accepted for publication in CVI

    Multiple-view Video Coding Using Depth Map in Projective Space

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    Abstract. In this paper a new video coding by using multiple uncal-ibrated cameras is proposed. We consider the redundancy between the cameras view points and efficiently compress based on a depth map. Since our target videos are taken with uncalibrated cameras, our depth map is computed not in the real world but in the Projective Space. This is a virtual space defined by projective reconstruction of two still images. This means that the position in the space is correspondence to the depth value. Therefore we do not require full-calibration of the cameras. Gen-erating the depth map requires finding the correspondence between the cameras. We use a “plane sweep ” algorithm for it. Our method needs only a depth map except for the original base image and the camera parameters, and it contributes to the effectiveness of compression.

    Accelerated volumetric reconstruction from uncalibrated camera views

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    While both work with images, computer graphics and computer vision are inverse problems. Computer graphics starts traditionally with input geometric models and produces image sequences. Computer vision starts with input image sequences and produces geometric models. In the last few years, there has been a convergence of research to bridge the gap between the two fields. This convergence has produced a new field called Image-based Rendering and Modeling (IBMR). IBMR represents the effort of using the geometric information recovered from real images to generate new images with the hope that the synthesized ones appear photorealistic, as well as reducing the time spent on model creation. In this dissertation, the capturing, geometric and photometric aspects of an IBMR system are studied. A versatile framework was developed that enables the reconstruction of scenes from images acquired with a handheld digital camera. The proposed system targets applications in areas such as Computer Gaming and Virtual Reality, from a lowcost perspective. In the spirit of IBMR, the human operator is allowed to provide the high-level information, while underlying algorithms are used to perform low-level computational work. Conforming to the latest architecture trends, we propose a streaming voxel carving method, allowing a fast GPU-based processing on commodity hardware

    Advances in 3D reconstruction

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    La tesi affronta il problema della ricostruzione di scene tridimensionali a partire da insiemi non strutturati di fotografie delle stesse. Lo stato dell'arte viene avanzato su diversi fronti: il primo contributo consiste in una formulazione robusta del problema di struttura e moto basata su di un approccio gerarchico, contrariamente a quello sequenziale prevalente in letteratura. Questa metodologia abbatte di un ordine di grandezza il costo computazionale complessivo, risulta inerentemente parallelizzabile, minimizza il progressivo accumulo degli errori e elimina la cruciale dipendenza dalla scelta della coppia di viste iniziale comune a tutte le formulazioni concorrenti. Un secondo contributo consiste nello sviluppo di una nuova procedura di autocalibrazione, particolarmente robusta e adatta al contesto del problema di moto e struttura. La soluzione proposta consiste in una procedura in forma chiusa per il recupero del piano all'infinito data una stima dei parametri intrinseci di almeno due camere. Questo metodo viene utilizzato per la ricerca esaustiva dei parametri interni, il cui spazio di ricerca Ơ strutturalmente limitato dalla finitezza dei dispositivi di acquisizione. Si Ơ indagato infine come visualizzare in maniera efficiente e gradevole i risultati di ricostruzione ottenuti: a tale scopo sono stati sviluppati algoritmi per il calcolo della disparit
 stereo e procedure per la visualizzazione delle ricostruzione come insiemi di piani tessiturati automaticamente estratti, ottenendo una rappresentazione fedele, compatta e semanticamente significativa. Ogni risultato Ơ stato corredato da una validazione sperimentale rigorosa, con verifiche sia qualitative che quantitative.The thesis tackles the problem of 3D reconstruction of scenes from unstructured picture datasets. State of the art is advanced on several aspects: the first contribute consists in a robust formulation of the structure and motion problem based on a hierarchical approach, as opposed to the sequential one prevalent in literature. This methodology reduces the total computational complexity by one order of magnitude, is inherently parallelizable, minimizes the error accumulation causing drift and eliminates the crucial dependency from the choice of the initial couple of views which is common to all competing approaches. A second contribute consists in the discovery of a novel slef-calibration procedure, very robust and tailored to the structure and motion task. The proposed solution is a closed-form procedure for the recovery of the plane at infinity given a rough estimate of focal parameters of at least two cameras. This method is employed for the exaustive search of internal parameters, whise space is inherently bounded from the finiteness of acquisition devices. Finally, we inevstigated how to visualize in a efficient and compelling way the obtained reconstruction results: to this effect several algorithms for the computation of stereo disparity are presented. Along with procedures for the automatic extraction of support planes, they have been employed to obtain a faithful, compact and semantically significant representation of the scene as a collection of textured planes, eventually augmented by depth information encoded in relief maps. Every result has been verified by a rigorous experimental validation, comprising both qualitative and quantitative comparisons

    Variable Resolution & Dimensional Mapping For 3d Model Optimization

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    Three-dimensional computer models, especially geospatial architectural data sets, can be visualized in the same way humans experience the world, providing a realistic, interactive experience. Scene familiarization, architectural analysis, scientific visualization, and many other applications would benefit from finely detailed, high resolution, 3D models. Automated methods to construct these 3D models traditionally has produced data sets that are often low fidelity or inaccurate; otherwise, they are initially highly detailed, but are very labor and time intensive to construct. Such data sets are often not practical for common real-time usage and are not easily updated. This thesis proposes Variable Resolution & Dimensional Mapping (VRDM), a methodology that has been developed to address some of the limitations of existing approaches to model construction from images. Key components of VRDM are texture palettes, which enable variable and ultra-high resolution images to be easily composited; texture features, which allow image features to integrated as image or geometry, and have the ability to modify the geometric model structure to add detail. These components support a primary VRDM objective of facilitating model refinement with additional data. This can be done until the desired fidelity is achieved as practical limits of infinite detail are approached. Texture Levels, the third component, enable real-time interaction with a very detailed model, along with the flexibility of having alternate pixel data for a given area of the model and this is achieved through extra dimensions. Together these techniques have been used to construct models that can contain GBs of imagery data

    NOVEL DENSE STEREO ALGORITHMS FOR HIGH-QUALITY DEPTH ESTIMATION FROM IMAGES

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    This dissertation addresses the problem of inferring scene depth information from a collection of calibrated images taken from different viewpoints via stereo matching. Although it has been heavily investigated for decades, depth from stereo remains a long-standing challenge and popular research topic for several reasons. First of all, in order to be of practical use for many real-time applications such as autonomous driving, accurate depth estimation in real-time is of great importance and one of the core challenges in stereo. Second, for applications such as 3D reconstruction and view synthesis, high-quality depth estimation is crucial to achieve photo realistic results. However, due to the matching ambiguities, accurate dense depth estimates are difficult to achieve. Last but not least, most stereo algorithms rely on identification of corresponding points among images and only work effectively when scenes are Lambertian. For non-Lambertian surfaces, the brightness constancy assumption is no longer valid. This dissertation contributes three novel stereo algorithms that are motivated by the specific requirements and limitations imposed by different applications. In addressing high speed depth estimation from images, we present a stereo algorithm that achieves high quality results while maintaining real-time performance. We introduce an adaptive aggregation step in a dynamic-programming framework. Matching costs are aggregated in the vertical direction using a computationally expensive weighting scheme based on color and distance proximity. We utilize the vector processing capability and parallelism in commodity graphics hardware to speed up this process over two orders of magnitude. In addressing high accuracy depth estimation, we present a stereo model that makes use of constraints from points with known depths - the Ground Control Points (GCPs) as referred to in stereo literature. Our formulation explicitly models the influences of GCPs in a Markov Random Field. A novel regularization prior is naturally integrated into a global inference framework in a principled way using the Bayes rule. Our probabilistic framework allows GCPs to be obtained from various modalities and provides a natural way to integrate information from various sensors. In addressing non-Lambertian reflectance, we introduce a new invariant for stereo correspondence which allows completely arbitrary scene reflectance (bidirectional reflectance distribution functions - BRDFs). This invariant can be used to formulate a rank constraint on stereo matching when the scene is observed by several lighting configurations in which only the lighting intensity varies

    Methods for Volumetric Reconstruction of Visual Scenes

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    In this paper, we present methods for 3D volumetric reconstruction of visual scenes photographed by multiple calibrated cameras placed at arbitrary viewpoints. Our goal is to generate a 3D model that can be rendered to synthesize new photo-realistic views of the scene. We improve upon existing voxel coloring/space carving approaches by introducing new ways to compute visibility and photo-consistency, as well as model infinitely large scenes. In particular, we describe a visibility approach that uses all possible color information from the photographs during reconstruction, photo-consistency measures that are more robust and/or require less manual intervention, and a volumetric warping method for application of these reconstruction methods to large-scale scenes

    Virtual camera synthesis for soccer game replays

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    International audienceIn this paper, we present a set of tools developed during the creation of a platform that allows the automatic generation of virtual views in a live soccer game production. Observing the scene through a multi-camera system, a 3D approximation of the players is computed and used for the synthesis of virtual views. The system is suitable both for static scenes, to create bullet time effects, and for video applications, where the virtual camera moves as the game plays
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