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...

Active stereo with structured light
Project “structured” light patterns onto the object
simplifies the correspondence problem

Active stereo with structured light

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

3D cameras

Multiview stereo

Choosing the stereo baseline
What’s the optimal baseline?
Too small:  large depth error
Too large:  difficult search problem

The Effect of Baseline on Depth Estimation

Slide 9

Slide 10

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

The visibility problem

Volumetric stereo

Discrete formulation:  Voxel Coloring

Complexity and computability

Issues
Theoretical Questions
Identify class of all photo-consistent scenes
Practical Questions
How do we compute photo-consistent models?

Slide 17

Reconstruction from Silhouettes (C = 2)

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

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!

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

Slide 22

Voxel Coloring Approach

Depth Ordering:  visit occluders first!

Panoramic Depth Ordering
Cameras oriented in many different directions
Planar depth ordering does not apply

Panoramic Depth Ordering

Panoramic Layering

Panoramic Layering

Compatible Camera Configurations

Calibrated Image Acquisition
Calibrated Turntable
360° rotation (21 images)

Voxel Coloring Results (Video)

Limitations of Depth Ordering
A view-independent depth order may not exist

Slide 33

Space Carving Algorithm
Space Carving Algorithm

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

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

Multi-Pass Plane Sweep
Sweep plane in each of 6 principle directions
Consider cameras on only one side of plane
Repeat until convergence

Multi-Pass Plane Sweep
Sweep plane in each of 6 principle directions
Consider cameras on only one side of plane
Repeat until convergence

Multi-Pass Plane Sweep
Sweep plane in each of 6 principle directions
Consider cameras on only one side of plane
Repeat until convergence

Multi-Pass Plane Sweep
Sweep plane in each of 6 principle directions
Consider cameras on only one side of plane
Repeat until convergence

Multi-Pass Plane Sweep
Sweep plane in each of 6 principle directions
Consider cameras on only one side of plane
Repeat until convergence

Multi-Pass Plane Sweep
Sweep plane in each of 6 principle directions
Consider cameras on only one side of plane
Repeat until convergence

Space Carving Results:  African Violet

Space Carving Results:  Hand

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

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

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

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

Current/Future Trends
Optimizing with visibility
Kolmogorov & Zabih

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

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

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

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.