521 research outputs found

    TöRF: Time-of-Flight Radiance Fields for Dynamic Scene View Synthesis

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    Neural networks can represent and accurately reconstruct radiance fields for static 3D scenes (e.g., NeRF). Several works extend these to dynamic scenes captured with monocular video, with promising performance. However, the monocular setting is known to be an under-constrained problem, and so methods rely on data-driven priors for reconstructing dynamic content. We replace these priors with measurements from a time-of-flight (ToF) camera, and introduce a neural representation based on an image formation model for continuous-wave ToF cameras. Instead of working with processed depth maps, we model the raw ToF sensor measurements to improve reconstruction quality and avoid issues with low reflectance regions, multi-path interference, and a sensor's limited unambiguous depth range. We show that this approach improves robustness of dynamic scene reconstruction to erroneous calibration and large motions, and discuss the benefits and limitations of integrating RGB+ToF sensors that are now available on modern smartphones.Comment: Accepted to NeurIPS 2021. Web page: https://imaging.cs.cmu.edu/torf/ NeurIPS camera ready updates -- added quantitative comparisons to new methods, visual side-by-side comparisons performed on larger baseline camera sequence

    Towards deep unsupervised inverse graphics

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    Un objectif de longue date dans le domaine de la vision par ordinateur est de déduire le contenu 3D d’une scène à partir d’une seule photo, une tâche connue sous le nom d’inverse graphics. L’apprentissage automatique a, dans les dernières années, permis à de nombreuses approches de faire de grands progrès vers la résolution de ce problème. Cependant, la plupart de ces approches requièrent des données de supervision 3D qui sont coûteuses et parfois impossible à obtenir, ce qui limite les capacités d’apprentissage de telles œuvres. Dans ce travail, nous explorons l’architecture des méthodes d’inverse graphics non-supervisées et proposons deux méthodes basées sur des représentations 3D et algorithmes de rendus différentiables distincts: les surfels ainsi qu’une nouvelle représentation basée sur Voronoï. Dans la première méthode basée sur les surfels, nous montrons que, bien qu’efficace pour maintenir la cohérence visuelle, la production de surfels à l’aide d’une carte de profondeur apprise entraîne des ambiguïtés car la relation entre la carte de profondeur et le rendu n’est pas bijective. Dans notre deuxième méthode, nous introduisons une nouvelle représentation 3D basée sur les diagrammes de Voronoï qui modélise des objets/scènes à la fois explicitement et implicitement, combinant ainsi les avantages des deux approches. Nous montrons comment cette représentation peut être utilisée à la fois dans un contexte supervisé et non-supervisé et discutons de ses avantages par rapport aux représentations 3D traditionnellesA long standing goal of computer vision is to infer the underlying 3D content in a scene from a single photograph, a task known as inverse graphics. Machine learning has, in recent years, enabled many approaches to make great progress towards solving this problem. However, most approaches rely on 3D supervision data which is expensive and sometimes impossible to obtain and therefore limits the learning capabilities of such work. In this work, we explore the deep unsupervised inverse graphics training pipeline and propose two methods based on distinct 3D representations and associated differentiable rendering algorithms: namely surfels and a novel Voronoi-based representation. In the first method based on surfels, we show that, while effective at maintaining view-consistency, producing view-dependent surfels using a learned depth map results in ambiguities as the mapping between depth map and rendering is non-bijective. In our second method, we introduce a novel 3D representation based on Voronoi diagrams which models objects/scenes both explicitly and implicitly simultaneously, thereby combining the benefits of both. We show how this representation can be used in both a supervised and unsupervised context and discuss its advantages compared to traditional 3D representations

    3D Representation Learning for Shape Reconstruction and Understanding

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    The real world we are living in is inherently composed of multiple 3D objects. However, most of the existing works in computer vision traditionally either focus on images or videos where the 3D information inevitably gets lost due to the camera projection. Traditional methods typically rely on hand-crafted algorithms and features with many constraints and geometric priors to understand the real world. However, following the trend of deep learning, there has been an exponential growth in the number of research works based on deep neural networks to learn 3D representations for complex shapes and scenes, which lead to many cutting-edged applications in augmented reality (AR), virtual reality (VR) and robotics as one of the most important directions for computer vision and computer graphics. This thesis aims to build an intelligent system with dynamic 3D representations that can change over time to understand and recover the real world with semantic, instance and geometric information and eventually bridge the gap between the real world and the digital world. As the first step towards the challenges, this thesis explores both explicit representations and implicit representations by explicitly addressing the existing open problems in these areas. This thesis starts from neural implicit representation learning on 3D scene representation learning and understanding and moves to a parametric model based explicit 3D reconstruction method. Extensive experimentation over various benchmarks on various domains demonstrates the superiority of our method against previous state-of-the-art approaches, enabling many applications in the real world. Based on the proposed methods and current observations of open problems, this thesis finally presents a comprehensive conclusion with potential future research directions

    Real-time object detection using monocular vision for low-cost automotive sensing systems

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    This work addresses the problem of real-time object detection in automotive environments using monocular vision. The focus is on real-time feature detection, tracking, depth estimation using monocular vision and finally, object detection by fusing visual saliency and depth information. Firstly, a novel feature detection approach is proposed for extracting stable and dense features even in images with very low signal-to-noise ratio. This methodology is based on image gradients, which are redefined to take account of noise as part of their mathematical model. Each gradient is based on a vector connecting a negative to a positive intensity centroid, where both centroids are symmetric about the centre of the area for which the gradient is calculated. Multiple gradient vectors define a feature with its strength being proportional to the underlying gradient vector magnitude. The evaluation of the Dense Gradient Features (DeGraF) shows superior performance over other contemporary detectors in terms of keypoint density, tracking accuracy, illumination invariance, rotation invariance, noise resistance and detection time. The DeGraF features form the basis for two new approaches that perform dense 3D reconstruction from a single vehicle-mounted camera. The first approach tracks DeGraF features in real-time while performing image stabilisation with minimal computational cost. This means that despite camera vibration the algorithm can accurately predict the real-world coordinates of each image pixel in real-time by comparing each motion-vector to the ego-motion vector of the vehicle. The performance of this approach has been compared to different 3D reconstruction methods in order to determine their accuracy, depth-map density, noise-resistance and computational complexity. The second approach proposes the use of local frequency analysis of i ii gradient features for estimating relative depth. This novel method is based on the fact that DeGraF gradients can accurately measure local image variance with subpixel accuracy. It is shown that the local frequency by which the centroid oscillates around the gradient window centre is proportional to the depth of each gradient centroid in the real world. The lower computational complexity of this methodology comes at the expense of depth map accuracy as the camera velocity increases, but it is at least five times faster than the other evaluated approaches. This work also proposes a novel technique for deriving visual saliency maps by using Division of Gaussians (DIVoG). In this context, saliency maps express the difference of each image pixel is to its surrounding pixels across multiple pyramid levels. This approach is shown to be both fast and accurate when evaluated against other state-of-the-art approaches. Subsequently, the saliency information is combined with depth information to identify salient regions close to the host vehicle. The fused map allows faster detection of high-risk areas where obstacles are likely to exist. As a result, existing object detection algorithms, such as the Histogram of Oriented Gradients (HOG) can execute at least five times faster. In conclusion, through a step-wise approach computationally-expensive algorithms have been optimised or replaced by novel methodologies to produce a fast object detection system that is aligned to the requirements of the automotive domain

    State of the Art in Dense Monocular Non-Rigid 3D Reconstruction

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    3D reconstruction of deformable (or non-rigid) scenes from a set of monocular 2D image observations is a long-standing and actively researched area of computer vision and graphics. It is an ill-posed inverse problem, since--without additional prior assumptions--it permits infinitely many solutions leading to accurate projection to the input 2D images. Non-rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set-ups such as stereo or multi-view systems. This survey focuses on state-of-the-art methods for dense non-rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods--that handle arbitrary scenes and make only a few prior assumptions--and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high-level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods.Comment: 25 page

    State of the Art in Dense Monocular Non-Rigid 3D Reconstruction

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    3D reconstruction of deformable (or non-rigid) scenes from a set of monocular2D image observations is a long-standing and actively researched area ofcomputer vision and graphics. It is an ill-posed inverse problem,since--without additional prior assumptions--it permits infinitely manysolutions leading to accurate projection to the input 2D images. Non-rigidreconstruction is a foundational building block for downstream applicationslike robotics, AR/VR, or visual content creation. The key advantage of usingmonocular cameras is their omnipresence and availability to the end users aswell as their ease of use compared to more sophisticated camera set-ups such asstereo or multi-view systems. This survey focuses on state-of-the-art methodsfor dense non-rigid 3D reconstruction of various deformable objects andcomposite scenes from monocular videos or sets of monocular views. It reviewsthe fundamentals of 3D reconstruction and deformation modeling from 2D imageobservations. We then start from general methods--that handle arbitrary scenesand make only a few prior assumptions--and proceed towards techniques makingstronger assumptions about the observed objects and types of deformations (e.g.human faces, bodies, hands, and animals). A significant part of this STAR isalso devoted to classification and a high-level comparison of the methods, aswell as an overview of the datasets for training and evaluation of thediscussed techniques. We conclude by discussing open challenges in the fieldand the social aspects associated with the usage of the reviewed methods.<br

    Robust and affordable localization and mapping for 3D reconstruction. Application to architecture and construction

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    La localización y mapeado simultáneo a partir de una sola cámara en movimiento se conoce como Monocular SLAM. En esta tesis se aborda este problema con cámaras de bajo coste cuyo principal reto consiste en ser robustos al ruido, blurring y otros artefactos que afectan a la imagen. La aproximación al problema es discreta, utilizando solo puntos de la imagen significativos para localizar la cámara y mapear el entorno. La principal contribución es una simplificación del grafo de poses que permite mejorar la precisión en las escenas más habituales, evaluada de forma exhaustiva en 4 datasets. Los resultados del mapeado permiten obtener una reconstrucción 3D de la escena que puede ser utilizada en arquitectura y construcción para Modelar la Información del Edificio (BIM). En la segunda parte de la tesis proponemos incorporar dicha información en un sistema de visualización avanzada usando WebGL que ayude a simplificar la implantación de la metodología BIM.Departamento de Informática (Arquitectura y Tecnología de Computadores, Ciencias de la Computación e Inteligencia Artificial, Lenguajes y Sistemas Informáticos)Doctorado en Informátic

    Real-time 3D human body pose estimation from monocular RGB input

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    Human motion capture finds extensive application in movies, games, sports and biomechanical analysis. However, existing motion capture solutions require cumbersome external and/or on-body instrumentation, or use active sensors with limits on the possible capture volume dictated by power consumption. The ubiquity and ease of deployment of RGB cameras makes monocular RGB based human motion capture an extremely useful problem to solve, which would lower the barrier-to entry for content creators to employ motion capture tools, and enable newer applications of human motion capture. This thesis demonstrates the first real-time monocular RGB based motion-capture solutions that work in general scene settings. They are based on developing neural network based approaches to address the ill-posed problem of estimating 3D human pose from a single RGB image, in combination with model based fitting. In particular, the contributions of this work make advances towards three key aspects of real-time monocular RGB based motion capture, namely speed, accuracy, and the ability to work for general scenes. New training datasets are proposed, for single-person and multi-person scenarios, which, together with the proposed transfer learning based training pipeline, allow learning based approaches to be appearance invariant. The training datasets are accompanied by evaluation benchmarks with multiple avenues of fine-grained evaluation. The evaluation benchmarks differ visually from the training datasets, so as to promote efforts towards solutions that generalize to in-the-wild scenes. The proposed task formulations for the single-person and multi-person case allow higher accuracy, and incorporate additional qualities such as occlusion robustness, that are helpful in the context of a full motion capture solution. The multi-person formulations are designed to have a nearly constant inference time regardless of the number of subjects in the scene, and combined with contributions towards fast neural network inference, enable real-time 3D pose estimation for multiple subjects. Combining the proposed learning-based approaches with a model-based kinematic skeleton fitting step provides temporally stable joint angle estimates, which can be readily employed for driving virtual characters.Menschlicher Motion Capture findet umfangreiche Anwendung in Filmen, Spielen, Sport und biomechanischen Analysen. Bestehende Motion-Capture-Lösungen erfordern jedoch umständliche externe Instrumentierung und / oder Instrumentierung am Körper, oder verwenden aktive Sensoren deren begrenztes Erfassungsvolumen durch den Stromverbrauch begrenzt wird. Die Allgegenwart und einfache Bereitstellung von RGB-Kameras macht die monokulare RGB-basierte Motion Capture zu einem äußerst nützlichen Problem. Dies würde die Eintrittsbarriere für Inhaltsersteller für die Verwendung der Motion Capture verringern und neuere Anwendungen dieser Tools zur Analyse menschlicher Bewegungen ermöglichen. Diese Arbeit zeigt die ersten monokularen RGB-basierten Motion-Capture-Lösungen in Echtzeit, die in allgemeinen Szeneneinstellungen funktionieren. Sie basieren auf der Entwicklung neuronaler netzwerkbasierter Ansätze, um das schlecht gestellte Problem der Schätzung der menschlichen 3D-Pose aus einem einzelnen RGB-Bild in Kombination mit einer modellbasierten Anpassung anzugehen. Insbesondere machen die Beiträge dieser Arbeit Fortschritte in Richtung drei Schlüsselaspekte der monokularen RGB-basierten Echtzeit-Bewegungserfassung, nämlich Geschwindigkeit, Genauigkeit und die Fähigkeit, für allgemeine Szenen zu arbeiten. Es werden neue Trainingsdatensätze für Einzel- und Mehrpersonen-Szenarien vorgeschlagen, die zusammen mit der vorgeschlagenen Trainingspipeline, die auf Transferlernen basiert, ermöglichen, dass lernbasierte Ansätze nicht von Unterschieden im Erscheinungsbild des Bildes beeinflusst werden. Die Trainingsdatensätze werden von Bewertungsbenchmarks mit mehreren Möglichkeiten einer feinkörnigen Bewertung begleitet. Die angegebenen Benchmarks unterscheiden sich visuell von den Trainingsaufzeichnungen, um die Entwicklung von Lösungen zu fördern, die sich auf verschiedene Szenen verallgemeinern lassen. Die vorgeschlagenen Aufgabenformulierungen für den Einzel- und Mehrpersonenfall ermöglichen eine höhere Genauigkeit und enthalten zusätzliche Eigenschaften wie die Robustheit der Okklusion, die im Kontext einer vollständigen Bewegungserfassungslösung hilfreich sind. Die Mehrpersonenformulierungen sind so konzipiert, dass sie unabhängig von der Anzahl der Subjekte in der Szene eine nahezu konstante Inferenzzeit haben. In Kombination mit Beiträgen zur schnellen Inferenz neuronaler Netze ermöglichen sie eine 3D-Posenschätzung in Echtzeit für mehrere Subjekte. Die Kombination der vorgeschlagenen lernbasierten Ansätze mit einem modellbasierten kinematischen Skelettanpassungsschritt liefert zeitlich stabile Gelenkwinkelschätzungen, die leicht zum Ansteuern virtueller Charaktere verwendet werden können

    Computational Multispectral Endoscopy

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    Minimal Access Surgery (MAS) is increasingly regarded as the de-facto approach in interventional medicine for conducting many procedures this is due to the reduced patient trauma and consequently reduced recovery times, complications and costs. However, there are many challenges in MAS that come as a result of viewing the surgical site through an endoscope and interacting with tissue remotely via tools, such as lack of haptic feedback; limited field of view; and variation in imaging hardware. As such, it is important best utilise the imaging data available to provide a clinician with rich data corresponding to the surgical site. Measuring tissue haemoglobin concentrations can give vital information, such as perfusion assessment after transplantation; visualisation of the health of blood supply to organ; and to detect ischaemia. In the area of transplant and bypass procedures measurements of the tissue tissue perfusion/total haemoglobin (THb) and oxygen saturation (SO2) are used as indicators of organ viability, these measurements are often acquired at multiple discrete points across the tissue using with a specialist probe. To acquire measurements across the whole surface of an organ one can use a specialist camera to perform multispectral imaging (MSI), which optically acquires sequential spectrally band limited images of the same scene. This data can be processed to provide maps of the THb and SO2 variation across the tissue surface which could be useful for intra operative evaluation. When capturing MSI data, a trade off often has to be made between spectral sensitivity and capture speed. The work in thesis first explores post processing blurry MSI data from long exposure imaging devices. It is of interest to be able to use these MSI data because the large number of spectral bands that can be captured, the long capture times, however, limit the potential real time uses for clinicians. Recognising the importance to clinicians of real-time data, the main body of this thesis develops methods around estimating oxy- and deoxy-haemoglobin concentrations in tissue using only monocular and stereo RGB imaging data
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