Notes
Slide Show
Outline
1
Announcements
    • Project 3 extension: Wednesday at noon
    • Final project proposal extension:  Friday at noon
      • consult with Steve, Rick, and/or Ian now!
    • Project 2 artifact winners...


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Active stereo with structured light
  • Project “structured” light patterns onto the object
    • simplifies the correspondence problem
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Active stereo with structured light
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Laser scanning
  • Optical triangulation
    • Project a single stripe of laser light
    • Scan it across the surface of the object
    • This is a very precise version of structured light scanning
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3D cameras
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Multiview stereo
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Choosing the stereo baseline
  • What’s the optimal baseline?
    • Too small:  large depth error
    • Too large:  difficult search problem
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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
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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] or interval techniques [Matusik 2000]

  • 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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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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Properties of Space Carving
  • Pros
    • Voxel coloring version is easy to implement, fast
    • Photo-consistent results
    • No smoothness prior

  • Cons
    • Bulging
    • No smoothness prior


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Alternatives to space carving
  • Optimizing space carving
    • recent surveys
      • Slabaugh et al., 2001
      • Dyer et al., 2001
    • many others...
  • Graph cuts
    • Kolmogorov & Zabih
  • Level sets
    • introduce smoothness term
    • surface represented as an implicit function in 3D volume
    • optimize by solving PDE’s
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Alternatives to space carving
  • Optimizing space carving
    • recent surveys
      • Slabaugh et al., 2001
      • Dyer et al., 2001
    • many others...
  • Graph cuts
    • Ramin Zabih’s lecture
  • Level sets
    • introduce smoothness term
    • surface represented as an implicit function in 3D volume
    • optimize by solving PDE’s
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Level sets vs. space carving
  • Advantages of level sets
    • optimizes consistency with images + smoothness term
    • excellent results for smooth things
    • does not require as many images


  • Advantages of space carving
    • much simpler to implement
    • runs faster (orders of magnitude)
    • works better for thin structures, discontinuities


  • For more info on level set stereo:
    • Renaud Keriven’s page:
      • http://cermics.enpc.fr/~keriven/stereo.html
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Current/Future Trends
  • Optimizing with visibility
    • Kolmogorov & Zabih


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Current/Future Trends
  • Real-time algorithms
    • e.g., Buehler et al., image-based visual hulls, SIGGRAPH 2000


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Current/Future Trends
  • Modeling shiny things (BRDF’s and materials)
    • e.g.,  Zickler et al., Helmholtz Stereopsis


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References
  • 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.
    • Matusik, Buehler, Raskar, McMillan, and Gortler , “Image-Based Visual Hulls”, Proc. SIGGRAPH 2000, pp. 369-374.
  • Voxel Coloring and Space Carving
    • Seitz & Dyer, “Photorealistic Scene Reconstruction by Voxel Coloring”, Intl. Journal of Computer Vision (IJCV), 1999, 35(2), pp. 151-173.
    • Kutulakos & Seitz, “A Theory of Shape by Space Carving”, International Journal of Computer Vision, 2000, 38(3), pp. 199-218.
    • Recent surveys
      • Slabaugh, Culbertson, Malzbender, & Schafer, “A Survey of Volumetric Scene Reconstruction Methods from Photographs”, Proc. workshop on Volume Graphics 2001, pp. 81-100.  http://users.ece.gatech.edu/~slabaugh/personal/publications/vg01.pdf
      • Dyer, “Volumetric Scene Reconstruction from Multiple Views”, Foundations of Image Understanding, L. S. Davis, ed., Kluwer, Boston, 2001, 469-489.
        ftp://ftp.cs.wisc.edu/computer-vision/repository/PDF/dyer.2001.fia.pdf

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References
  • Other references from this talk
    • Multibaseline Stereo:  Masatoshi Okutomi and Takeo Kanade. A multiple-baseline stereo. IEEE Trans. on Pattern Analysis and Machine Intelligence (PAMI), 15(4), 1993, pp. 353--363.
    • Level sets:  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.
    • Mesh based:  Fua & Leclerc, “Object-centered surface reconstruction:  Combining multi-image stereo and shading", IJCV, 16, 1995, pp. 35-56.
    • 3D Room:  Narayanan, Rander, & Kanade, “Constructing Virtual Worlds Using Dense Stereo”, Proc. ICCV, 1998, pp. 3-10.
    • Graph-based:  Kolmogorov & Zabih, “Multi-Camera Scene Reconstruction via Graph Cuts”, Proc. European Conf. on Computer Vision (ECCV), 2002.
    • Helmholtz Stereo:    Zickler, Belhumeur, & Kriegman, “Helmholtz Stereopsis: Exploiting Reciprocity for Surface Reconstruction”, IJCV, 49(2-3), 2002, pp. 215-227.