Notes
Slide Show
Outline
1
Announcements
    • Midterm due now
    • Project 3 due next Wednesday


2
Multiview stereo
  • Readings (Optional)
    • S. M. Seitz and C. R. Dyer, Photorealistic Scene Reconstruction by Voxel Coloring, International Journal of Computer Vision, 35(2), 1999, pp. 151-173.
3
Choosing the Baseline
  • What’s the optimal baseline?
    • Too small:  large depth error
    • Too large:  difficult search problem
4
The Effect of Baseline on Depth Estimation
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Multibaseline Stereo
  • Basic Approach
    • Choose a reference view
    • Use your favorite stereo algorithm BUT
      • replace two-view SSD with SSD over all baselines

  • Limitations
    • Must choose a reference view (bad)
    • Visibility!

  • CMU’s 3D Room Video
8
The visibility problem
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Volumetric stereo
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Discrete formulation:  Voxel Coloring
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Complexity and computability
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Issues
  • Theoretical Questions
    • Identify class of all photo-consistent scenes


  • Practical Questions
    • How do we compute photo-consistent models?
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Reconstruction from Silhouettes (C = 2)
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Volume intersection
  • Reconstruction Contains the True Scene
    • But is generally not the same
    • In the limit (all views) get visual hull
      • Complement of all lines that don’t intersect S
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Voxel algorithm for volume intersection
  • Color voxel black if on silhouette in every image
    •               for M images, N3  voxels
    • Don’t have to search 2N3 possible scenes!
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Properties of Volume Intersection
  • Pros
    • Easy to implement, fast
    • Accelerated via octrees [Szeliski 1993]

  • Cons
    • No concavities
    • Reconstruction is not photo-consistent
    • Requires identification of silhouettes
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Voxel Coloring Approach
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Depth Ordering:  visit occluders first!
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Panoramic Depth Ordering
    • Cameras oriented in many different directions
    • Planar depth ordering does not apply
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Panoramic Depth Ordering
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Panoramic Layering
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Panoramic Layering
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Compatible Camera Configurations
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Calibrated Image Acquisition
  • Calibrated Turntable
  • 360° rotation (21 images)
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Voxel Coloring Results (Video)
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Limitations of Depth Ordering
  • A view-independent depth order may not exist
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Space Carving Algorithm
  • Space Carving Algorithm
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Convergence
  • Consistency Property
    • The resulting shape is photo-consistent
      • all inconsistent points are removed
  • Convergence Property
    • Carving converges to a non-empty shape
      • a point on the true scene is never removed
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Which shape do you get?
  • The Photo Hull is the UNION of all photo-consistent scenes in V
    • It is a photo-consistent scene reconstruction
    • Tightest possible bound on the true scene
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Space Carving Algorithm
  • The Basic Algorithm is Unwieldy
    • Complex update procedure


  • Alternative:  Multi-Pass Plane Sweep
    • Efficient, can use texture-mapping hardware
    • Converges quickly in practice
    • Easy to implement


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Multi-Pass Plane Sweep
    • Sweep plane in each of 6 principle directions
    • Consider cameras on only one side of plane
    • Repeat until convergence
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Multi-Pass Plane Sweep
    • Sweep plane in each of 6 principle directions
    • Consider cameras on only one side of plane
    • Repeat until convergence
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Multi-Pass Plane Sweep
    • Sweep plane in each of 6 principle directions
    • Consider cameras on only one side of plane
    • Repeat until convergence
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Multi-Pass Plane Sweep
    • Sweep plane in each of 6 principle directions
    • Consider cameras on only one side of plane
    • Repeat until convergence
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Multi-Pass Plane Sweep
    • Sweep plane in each of 6 principle directions
    • Consider cameras on only one side of plane
    • Repeat until convergence
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Multi-Pass Plane Sweep
    • Sweep plane in each of 6 principle directions
    • Consider cameras on only one side of plane
    • Repeat until convergence
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Space Carving Results:  African Violet
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Space Carving Results:  Hand
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House Walkthrough
  • 24 rendered input views from inside and outside
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Space Carving Results:  House
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Space Carving Results:  House
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Space Carving Results:  House
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Other Approaches
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Bibliography
  • Volume Intersection
    • Martin & Aggarwal, “Volumetric description of objects from multiple views”, Trans. Pattern Analysis and Machine Intelligence,  5(2), 1991, pp. 150-158.
    • Szeliski, “Rapid Octree Construction from Image Sequences”, Computer Vision, Graphics, and Image Processing: Image Understanding, 58(1), 1993, pp. 23-32.
  • Voxel Coloring and Space Carving
    • Seitz & Dyer, “Photorealistic Scene Reconstruction by Voxel Coloring”, Proc. Computer Vision and Pattern Recognition (CVPR), 1997, pp. 1067-1073.
    • Seitz & Kutulakos, “Plenoptic Image Editing”,  Proc. Int. Conf. on Computer Vision (ICCV), 1998, pp. 17-24.
    • Kutulakos & Seitz, “A Theory of Shape by Space Carving”,  Proc. ICCV, 1998, pp. 307-314.
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Bibliography
  • Related References
    • Bolles, Baker, and Marimont, “Epipolar-Plane Image Analysis: An Approach to Determining Structure from Motion”, International Journal of Computer Vision, vol 1, no 1, 1987, pp. 7-55.
    • DeBonet & Viola, “Poxels: Probabilistic Voxelized Volume Reconstruction”, Proc. Int. Conf. on Computer Vision (ICCV) 1999.
    • Broadhurst, Drummond, and Cipolla, "A Probabilistic Framework for Space Carving“, International Conference of Computer Vision (ICCV), 2001, pp. 388-393.
    • Faugeras & Keriven, “Variational principles, surface evolution, PDE's, level set methods and the stereo problem", IEEE Trans. on Image Processing, 7(3), 1998, pp. 336-344.
    • Szeliski & Golland, “Stereo Matching with Transparency and Matting”, Proc. Int. Conf. on Computer Vision (ICCV), 1998, 517-524.
    • Roy & Cox, “A Maximum-Flow Formulation of the N-camera Stereo Correspondence Problem”, Proc. ICCV, 1998, pp. 492-499.
    • Fua & Leclerc, “Object-centered surface reconstruction:  Combining multi-image stereo and shading", International Journal of Computer Vision, 16, 1995, pp. 35-56.
    • Narayanan, Rander, & Kanade, “Constructing Virtual Worlds Using Dense Stereo”, Proc. ICCV, 1998, pp. 3-10.
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Summary
  • Things to take away from this lecture
    • Baseline tradeoff
    • Multibaseline stereo approach
    • Voxel coloring problem
    • Volume intersection algorithm
    • Voxel coloring algorithm
    • Space carving algorithm