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Review of upcoming graduate project presentations on 3D vision and computer graphics, covering topics like computer vision interfaces, video tracking, shape reconstruction, and scene mapping. Techniques include shape from shading, surface estimation, reflectance estimation, and cameras calibration. Multi-view geometry concepts, SFM, linear camera approximation, and object/scene reconstruction approaches will be discussed. Explore methods like voxel carving, graph cut techniques, and mesh-based reconstruction for 3D point mapping and surface reconstruction. Learn about disparity/depth maps, normals estimation, photo-consistency, and regularization strategies in 3D object reconstruction.
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Review of 3D vision Cmput 428/615
Upcoming • Graduate project presentations: Tue Apr 14 15-17:30 • Diego: Computer vision based interface to robots • Kory, Fateme: Video tracking evaluation • Chris, Yifeng: SiftFu reconstruction from stereo • Jay Carriere: Tracking of a 3D moving surface Wed Apr 15 12-14 • Antonio Carlos Furtado: Color mapping for on-line scene reconstruction • Shida He: Detecting, clustering and tracking outlier motion in PTAM • Ahmed: Shape from shading • Sayem, Toukir: Comparison of real time reconstruction methods Apr 21 14:00 – 17 GSB211 Final exam: 4 pages of your notes, calculator
3D object and scene reconstruction • Reconstruct 3D points and cameras = SFM • Reconstruct whole objects = surface • Reconstruct material properties = reflectance SFM Surface estimation Reflectance estimation Cam’s
SFM + stereo • dominant planes • plane sweep – homog between 3D pl. and camera pl. • one parameter search – voting for a plane [Zisserman, Werner ECCV02 ] [Bischof et al 3DPVT06 ]
SFS + level-set photo consist. Neil Birkbeck • Motivation • method that works for objects with general reflectance • textured and uniform regions shading + texture light variation (multiview PS) • specular materials general BRDF – parametric System Camera calibration: pattern Light calibration: specular white sphere Light variation:rotating table, fixed cam.
Image cues Shading [reconstructs normals] shape from shading (SFS) photometric stereo Specular highlights Texture [reconstructs 3D] stereo (relates two views) Silhouette [reconstructs 3D] shape from silhouette [Focus] [ignore, filtered] [parametric BRDF]
Projective camera model [Dürer] Projection matrix Camera matrix (internal params) Rotation, translation (ext. params)
Multi-view geometry - resection • Projection equation xi=PiX • Resection: • xi,X Pi Given image points and 3D points calculate camera projection matrix.
Multi-view geometry - intersection • Projection equation xi=PiX • Intersection: • xi,Pi X Given image points and camera projections in at least 2 views calculate the 3D points (structure)
Multi-view geometry - SFM • Projection equation xi=PiX • Structure from motion (SFM) • xi Pi,X • Given image points in at least 2 views calculate the 3D points (structure) and camera projection matrices (motion) • Estimate projective structure • Rectify the reconstruction to metric (autocalibration)
Resection using DLT • Camera proj • Use cross prod (as for H) By components: Only 2 linindep Solve resulting Eq. syst
Multi-view geometry - intersection • Projection equation xi=PiX • Intersection: • xi,Pi X Given image points and camera projections in at least 2 views calculate the 3D points (structure)
Intersection: Linear triangulation Alternative way of linear intersection: • Formulate a set of linear equations explicitly solving for l’s See our VR2003 tutorial p. 26
Multi-view geometry - SFM • Projection equation xi=PiX • Structure from motion (SFM) • xi Pi,X • Given image points in at least 2 views calculate the 3D points (structure) and camera projection matrices (motion) • Estimate projective structure • Rectify the reconstruction to metric (autocalibration)
SFM for linear camera approximation [Tomasi &Kanade ’92] • Affine camera • Projection • n points, m views: measurement matrix M 2x3 matrix; t 2D vector W: Rank 3 Assuming isotropic zero-mean Gaussian noise, factorization achieves ML affine reconstruction.
Object/Scene reconstruction Discrete • Voxel carving • Graph cut techniques Continuous • Variational and level set techniques • Mesh-based reconstruction
Disparity/Depth map 3D point Reference image Reference image plane Object (surface) : Normals : Method: find f that best agrees with the input images (minimize the cost functional integrated over the surface) Regularization: smoothness on Visibility: ? (mesh defined on image plane + Zbuffering)
Depth w.r. base mesh Object (surface) : , d – displacement direction (displacement map) Normals : local (per triangle) transform to global CS Method: Regularization: smoothness on (local / global) Visibility: ? (fine mesh to connect points on each plane + Zbuffering) How to deal with boundaries ?
Mesh Object (surface) : mesh vertices Normals :interpolated Method: move vertices along interpolated normals based on photo-consistency of neighboring triangles. Regularization: smooth normals Visibility: Zbuffering Topologiocal changes ?
Reconstruction as labeling Graph cuts Photo-consistency Smoothness Ex: disparity mapvoxels pixels voxels disparities occupancy Discrete formulation: • surface representation • labels Find a set of labels that minimize Notes: • NP hard • Can be solved using MRF energy minimization methods graph cuts, dynamic programming, belief propagation, simulated annealing …
Example of 2D geometric graph [Paris, Sillion, Quan: A surface reconstruction method using global graph cut optimization IJCV 05] Disparity map: pixel label = disparity source D4(d1) D1(d1) ’ ’ ’ d1 D1(d2) D2(d2) D4(d2) D3(d2) d2 f1=d4 f2=d3 f3=d3 f4=d4 D4(d3) d3 D4(d4) ’ ’ ’ d4 sink Surface Graph
Graph Cuts as Hypersurfaces in 3D labels t “cut” y s p x cut • Graph fully embedded in the working geometric space • Feasible cut = separated hypersurface in the embedding continuous manifold
Results Convex smoothing – global solution [Paris, Sillion, Quan IJCV 05, ACCV 04]
Measuring LightRadiance • Foreshortening and Solid angle • Measuring light : radiance • Light at surface : interaction between light and surface • irradiance = light arriving at surface • BRDF • outgoing radiance • Special cases and simplifications : Lambertain, specular, parametric and non-parametric models Incoming Outgoing
BRDF properties BRDF = Bi-directional reflectance distribution function Measures, for a given wavelength, the fraction of incoming irradiance from a direction i in the outgoing directiono [Nicodemus 70] • Properties : • Non-negative • Helmholtz reciprocity • Linear • Total energy leaving a surface less than total energy arriving at surface
BRDF properties isotropic (3DOF) = anisotropic (4 DOF) [Hertzmann&Seitz CVPR03]
Lambertian BRDF Diffuse reflectance acts like a low pass filter on the incident illumination. • Emitted radiance constant in all directions • Models – perfect diffuse surfaces : clay, mate paper, … • BRDF = constant = albedo • One light source = dot product normal and light direction light dir normal albedo
Specular reflection • Smooth specular surfaces • Mirror like surfaces • Light reflected along specular direction • Some part absorbed • Rough specular surfaces • Lobe of directions around the specular direction • Microfacets • Lobe • Very small – mirror • Small – blurry mirror • Bigger – see only light sources • Very big – fait specularities
Phong model Specular dir Symmetric V shaped microfacets
Geometry from shading • Photometric Stereo • Several images, different lights • Unknown Lambertian BRDF • Known lights • Unknown lights Shape from Shading One image Known light direction Known BRDF (unit albedo) Ill-posed : additional constraints (intagrability …) [Silver 80, Woodman 81] [Horn] Reconstruct normals Integrate surface Shading reveals 3D shape geometry
Photometric stereo One image, one light direction n images, n light directions Recover Albedo = magnitude Normal = normalized [Birkbeck] Given: n>=3 images with different known light dir. (infinite light) Assume: Lambertain object orthograhic camera ignore shadows, interreflections
Geometry and reflectance modeling Neil Birkbeck • Motivation • method that works for objects with general reflectance • textured and uniform regions shading + texture light variation (multiview PS) • specular materials general BRDF – parametric System Camera calibration: pattern Light calibration: specular white sphere Light variation:rotating table, fixed cam.
Surface discretization Surface S= triangles, move vertices Cost function Normals interpolated Albedo implied by the shape (closed form solution) (knowing light dir+color) Visibility/shadows Z buffering
Cost functional 2. Non-Lambertian reflectance BRDF = Phong In practice : filter specular highlights fit full reflectance only at the end Cost functional Per-point cost function Visibility+sampling reflectance camera proj. image light 1. Lambertial reflectance ambient color BRDFalbedo light color light dir.
Surface optimization Surface Evolution flow (Euler-Lagrange equations) Regularizer mean curvature H Gradient finite differences Initial shape = visual hull Mesh handles topological changes Multi-resolution(image pyramid)
Summary: representations • Image centered • Depth/disparity map Object centered Implicit (level sets) Mesh Voxels time 3D point Image plane
Discrete vs. continuous Gradient descent method VS. Global minimization tool (restricted class of energies) [Boykov CVPRTut 2005]
MSc Best thesis Vision David Lovi http://webdocs.cs.ualberta.ca/~dlovi/thesis/ • Likes: Baking bread, hanging out with friends, waking up > 12pm • Thesis: Incremental Free-Space Carving for Real-Time 3D Reconstruction Cameras Freespace Uncarved/ occupied Conflicts (a) Initial (b) New point event (d) New camera event In 3D: Triang Tetrahedra (c) Retriangulation & carving
Best PhD Thesis, Vision Neil Birkbeckhttp://webdocs.cs.ualberta.ca/~birkbeck/index.php?target=thesis • Neil Birkbeck: Likes Bicycling, Skateboarding • Thesis: Image-based Capture and Modeling of Dynamic Human Motion and Appearance
You could be an award winner! Good luck in studies, work and life! Neil Birkbeck, top skateboarder