875 research outputs found

    Epälambertilaiset pinnat ja niiden haasteet konenäössä

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    This thesis regards non-Lambertian surfaces and their challenges, solutions and study in computer vision. The physical theory for understanding the phenomenon is built first, using the Lambertian reflectance model, which defines Lambertian surfaces as ideally diffuse surfaces, whose luminance is isotropic and the luminous intensity obeys Lambert's cosine law. From these two assumptions, non-Lambertian surfaces violate at least the cosine law and are consequently specularly reflecting surfaces, whose perceived brightness is dependent from the viewpoint. Thus non-Lambertian surfaces violate also brightness and colour constancies, which assume that the brightness and colour of same real-world points stays constant across images. These assumptions are used, for example, in tracking and feature matching and thus non-Lambertian surfaces pose complications for object reconstruction and navigation among other tasks in the field of computer vision. After formulating the theoretical foundation of necessary physics and a more general reflectance model called the bi-directional reflectance distribution function, a comprehensive literature review into significant studies regarding non-Lambertian surfaces is conducted. The primary topics of the survey include photometric stereo and navigation systems, while considering other potential fields, such as fusion methods and illumination invariance. The goal of the survey is to formulate a detailed and in-depth answer to what methods can be used to solve the challenges posed by non-Lambertian surfaces, what are these methods' strengths and weaknesses, what are the used datasets and what remains to be answered by further research. After the survey, a dataset is collected and presented, and an outline of another dataset to be published in an upcoming paper is presented. Then a general discussion about the survey and the study is undertaken and conclusions along with proposed future steps are introduced

    Practical SVBRDF Acquisition of 3D Objects with Unstructured Flash Photography

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    Capturing spatially-varying bidirectional reflectance distribution functions (SVBRDFs) of 3D objects with just a single, hand-held camera (such as an off-the-shelf smartphone or a DSLR camera) is a difficult, open problem. Previous works are either limited to planar geometry, or rely on previously scanned 3D geometry, thus limiting their practicality. There are several technical challenges that need to be overcome: First, the built-in flash of a camera is almost colocated with the lens, and at a fixed position; this severely hampers sampling procedures in the light-view space. Moreover, the near-field flash lights the object partially and unevenly. In terms of geometry, existing multiview stereo techniques assume diffuse reflectance only, which leads to overly smoothed 3D reconstructions, as we show in this paper. We present a simple yet powerful framework that removes the need for expensive, dedicated hardware, enabling practical acquisition of SVBRDF information from real-world, 3D objects with a single, off-the-shelf camera with a built-in flash. In addition, by removing the diffuse reflection assumption and leveraging instead such SVBRDF information, our method outputs high-quality 3D geometry reconstructions, including more accurate high-frequency details than state-of-the-art multiview stereo techniques. We formulate the joint reconstruction of SVBRDFs, shading normals, and 3D geometry as a multi-stage, iterative inverse-rendering reconstruction pipeline. Our method is also directly applicable to any existing multiview 3D reconstruction technique. We present results of captured objects with complex geometry and reflectance; we also validate our method numerically against other existing approaches that rely on dedicated hardware, additional sources of information, or both

    Ear-to-ear Capture of Facial Intrinsics

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    We present a practical approach to capturing ear-to-ear face models comprising both 3D meshes and intrinsic textures (i.e. diffuse and specular albedo). Our approach is a hybrid of geometric and photometric methods and requires no geometric calibration. Photometric measurements made in a lightstage are used to estimate view dependent high resolution normal maps. We overcome the problem of having a single photometric viewpoint by capturing in multiple poses. We use uncalibrated multiview stereo to estimate a coarse base mesh to which the photometric views are registered. We propose a novel approach to robustly stitching surface normal and intrinsic texture data into a seamless, complete and highly detailed face model. The resulting relightable models provide photorealistic renderings in any view

    Photometric Stereo-Based Depth Map Reconstruction for Monocular Capsule Endoscopy

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    The capsule endoscopy robot can only use monocular vision due to the dimensional limit. To improve the depth perception of the monocular capsule endoscopy robot, this paper proposes a photometric stereo-based depth map reconstruction method. First, based on the characteristics of the capsule endoscopy robot system, a photometric stereo framework is established. Then, by combining the specular property and Lambertian property of the object surface, the depth of the specular highlight point is estimated, and the depth map of the whole object surface is reconstructed by a forward upwind scheme. To evaluate the precision of the depth estimation of the specular highlight region and the depth map reconstruction of the object surface, simulations and experiments are implemented with synthetic images and pig colon tissue, respectively. The results of the simulations and experiments show that the proposed method provides good precision for depth map reconstruction in monocular capsule endoscopy

    Colour Helmholtz Stereopsis for Reconstruction of Complex Dynamic Scenes

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    Helmholtz Stereopsis (HS) is a powerful technique for reconstruction of scenes with arbitrary reflectance properties. However, previous formulations have been limited to static objects due to the requirement to sequentially capture reciprocal image pairs (i.e. two images with the camera and light source positions mutually interchanged). In this paper, we propose colour HS-a novel variant of the technique based on wavelength multiplexing. To address the new set of challenges introduced by multispectral data acquisition, the proposed novel pipeline for colour HS uniquely combines a tailored photometric calibration for multiple camera/light source pairs, a novel procedure for surface chromaticity calibration and the state-of-the-art Bayesian HS suitable for reconstruction from a minimal number of reciprocal pairs. Experimental results including quantitative and qualitative evaluation demonstrate that the method is suitable for flexible (single-shot) reconstruction of static scenes and reconstruction of dynamic scenes with complex surface reflectance properties

    Learning to Reconstruct Texture-less Deformable Surfaces from a Single View

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    Recent years have seen the development of mature solutions for reconstructing deformable surfaces from a single image, provided that they are relatively well-textured. By contrast, recovering the 3D shape of texture-less surfaces remains an open problem, and essentially relates to Shape-from-Shading. In this paper, we introduce a data-driven approach to this problem. We introduce a general framework that can predict diverse 3D representations, such as meshes, normals, and depth maps. Our experiments show that meshes are ill-suited to handle texture-less 3D reconstruction in our context. Furthermore, we demonstrate that our approach generalizes well to unseen objects, and that it yields higher-quality reconstructions than a state-of-the-art SfS technique, particularly in terms of normal estimates. Our reconstructions accurately model the fine details of the surfaces, such as the creases of a T-Shirt worn by a person.Comment: Accepted to 3DV 201

    Towards Scalable Multi-View Reconstruction of Geometry and Materials

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    In this paper, we propose a novel method for joint recovery of camera pose, object geometry and spatially-varying Bidirectional Reflectance Distribution Function (svBRDF) of 3D scenes that exceed object-scale and hence cannot be captured with stationary light stages. The input are high-resolution RGB-D images captured by a mobile, hand-held capture system with point lights for active illumination. Compared to previous works that jointly estimate geometry and materials from a hand-held scanner, we formulate this problem using a single objective function that can be minimized using off-the-shelf gradient-based solvers. To facilitate scalability to large numbers of observation views and optimization variables, we introduce a distributed optimization algorithm that reconstructs 2.5D keyframe-based representations of the scene. A novel multi-view consistency regularizer effectively synchronizes neighboring keyframes such that the local optimization results allow for seamless integration into a globally consistent 3D model. We provide a study on the importance of each component in our formulation and show that our method compares favorably to baselines. We further demonstrate that our method accurately reconstructs various objects and materials and allows for expansion to spatially larger scenes. We believe that this work represents a significant step towards making geometry and material estimation from hand-held scanners scalable
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