950 research outputs found

    Variational Uncalibrated Photometric Stereo under General Lighting

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    Photometric stereo (PS) techniques nowadays remain constrained to an ideal laboratory setup where modeling and calibration of lighting is amenable. To eliminate such restrictions, we propose an efficient principled variational approach to uncalibrated PS under general illumination. To this end, the Lambertian reflectance model is approximated through a spherical harmonic expansion, which preserves the spatial invariance of the lighting. The joint recovery of shape, reflectance and illumination is then formulated as a single variational problem. There the shape estimation is carried out directly in terms of the underlying perspective depth map, thus implicitly ensuring integrability and bypassing the need for a subsequent normal integration. To tackle the resulting nonconvex problem numerically, we undertake a two-phase procedure to initialize a balloon-like perspective depth map, followed by a "lagged" block coordinate descent scheme. The experiments validate efficiency and robustness of this approach. Across a variety of evaluations, we are able to reduce the mean angular error consistently by a factor of 2-3 compared to the state-of-the-art.Comment: Haefner and Ye contributed equall

    Shape-from-shading using the heat equation

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    This paper offers two new directions to shape-from-shading, namely the use of the heat equation to smooth the field of surface normals and the recovery of surface height using a low-dimensional embedding. Turning our attention to the first of these contributions, we pose the problem of surface normal recovery as that of solving the steady state heat equation subject to the hard constraint that Lambert's law is satisfied. We perform our analysis on a plane perpendicular to the light source direction, where the z component of the surface normal is equal to the normalized image brightness. The x - y or azimuthal component of the surface normal is found by computing the gradient of a scalar field that evolves with time subject to the heat equation. We solve the heat equation for the scalar potential and, hence, recover the azimuthal component of the surface normal from the average image brightness, making use of a simple finite difference method. The second contribution is to pose the problem of recovering the surface height function as that of embedding the field of surface normals on a manifold so as to preserve the pattern of surface height differences and the lattice footprint of the surface normals. We experiment with the resulting method on a variety of real-world image data, where it produces qualitatively good reconstructed surfaces

    Extending stochastic resonance for neuron models to general Levy noise

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    A recent paper by Patel and Kosko (2008) demonstrated stochastic resonance (SR) for general feedback continuous and spiking neuron models using additive Levy noise constrained to have finite second moments. In this brief, we drop this constraint and show that their result extends to general Levy noise models. We achieve this by showing that �¿large jump�¿ discontinuities in the noise can be controlled so as to allow the stochastic model to tend to a deterministic one as the noise dissipates to zero. SR then follows by a �¿forbidden intervals�¿ theorem as in Patel and Kosko's paper

    Modeling, Estimation, and Pattern Analysis of Random Texture on 3-D Surfaces

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    To recover 3-D structure from a shaded and textural surface image involving textures, neither the Shape-from-shading nor the Shape-from-texture analysis is enough, because both radiance and texture information coexist within the scene surface. A new 3-D texture model is developed by considering the scene image as the superposition of a smooth shaded image and a random texture image. To describe the random part, the orthographical projection is adapted to take care of the non-isotropic distribution function of the intensity due to the slant and tilt of a 3-D textures surface, and the Fractional Differencing Periodic (FDP) model is chosen to describe the random texture, because this model is able to simultaneously represent the coarseness and the pattern of the 3-D texture surface, and enough flexible to synthesize both long-term and short-term correlation structures of random texture. Since the object is described by the model involving several free parameters and the values of these parameters are determined directly from its projected image, it is possible to extract 3-D information and texture pattern directly from the image without any preprocessing. Thus, the cumulative error obtained from each pre-processing can be minimized. For estimating the parameters, a hybrid method which uses both the least square and the maximum likelihood estimates is applied and the estimation of parameters and the synthesis are done in frequency domain. Among the texture pattern features which can be obtained from a single surface image, Fractal scaling parameter plays a major role for classifying and/or segmenting the different texture patterns tilted and slanted due to the 3-dimensional rotation, because of its rotational and scaling invariant properties. Also, since the Fractal scaling factor represents the coarseness of the surface, each texture pattern has its own Fractal scale value, and particularly at the boundary between the different textures, it has relatively higher value to the one within a same texture. Based on these facts, a new classification method and a segmentation scheme for the 3-D rotated texture patterns are develope

    Beyond developable: computational design and fabrication with auxetic materials

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    We present a computational method for interactive 3D design and rationalization of surfaces via auxetic materials, i.e., flat flexible material that can stretch uniformly up to a certain extent. A key motivation for studying such material is that one can approximate doubly-curved surfaces (such as the sphere) using only flat pieces, making it attractive for fabrication. We physically realize surfaces by introducing cuts into approximately inextensible material such as sheet metal, plastic, or leather. The cutting pattern is modeled as a regular triangular linkage that yields hexagonal openings of spatially-varying radius when stretched. In the same way that isometry is fundamental to modeling developable surfaces, we leverage conformal geometry to understand auxetic design. In particular, we compute a global conformal map with bounded scale factor to initialize an otherwise intractable non-linear optimization. We demonstrate that this global approach can handle non-trivial topology and non-local dependencies inherent in auxetic material. Design studies and physical prototypes are used to illustrate a wide range of possible applications
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