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Multi-view Stereo via Volumetric Graph-cuts. Philip H. S. Torr Department of Computing Oxford Brookes University. George Vogiatzis Roberto Cipolla Cambridge Univ. Engineering Dept. Multi-view Dense Stereo. Calibrated images of Lambertian scene. 3D model of scene. Volumetric.
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Multi-view Stereo via Volumetric Graph-cuts Philip H. S. Torr Department of ComputingOxford Brookes University George Vogiatzis Roberto CipollaCambridge Univ. Engineering Dept.
Multi-view Dense Stereo Calibrated images of Lambertian scene 3D model of scene
Volumetric Multi-view Dense Stereo • Two main approaches • Volumetric • Disparity (depth) map
Dense Stereo reconstruction problem: • Two main approaches • Volumetric • Disparity (depth) map Disparity-map
Shape representation • Disparity-maps • MRF formulation – good optimisation techniques exist (Graph-cuts, Loopy BP) • MRF smoothness is viewpoint dependent • Disparity is unique per pixel – only functions represented
Shape representation • Volumetric – e.g. Level-sets, Space carving etc. • Able to cope with non-functions • Levelsets: Local optimization • Space carving: no simple way to impose surface smoothness
Our approach • Cast volumetric methods in MRF framework • Use approximate surface containing the real scene surface • E.g. visual hull • Benefits: • General surfaces can be represented • No depth map merging required • Optimisation is tractable (MRF solvers) • Smoothness is viewpoint independent
Volumetric Graph cuts for segmentation • Volume is discretized • A binary MRF is defined on the voxels • Voxels are labelled as OBJECT and BACKGROUND • Labelling cost set by OBJECT / BACKGROUND intensity statistics • Compatibility cost set by intensity gradient Boykov and Jolly ICCV 2001
Volumetric Graph cuts for stereo Challenges: • What do the two labels represent • How to define cost of setting them • How to deal with occlusion • Interactions between distant voxels
(x) Volumetric Graph cuts 1. Outer surface 2. Inner surface (at constant offset) 3. Discretize middle volume 4. Assign photoconsistency cost to voxels
Volumetric Graph cuts Source Sink
Volumetric Graph cuts cut 3D Surface S Cost of a cut(x) dS Source [Boykov and Kolmogorov ICCV 2001] S S Sink
Volumetric Graph cuts Minimum cut Minimal 3D Surface under photo-consistency metric Source [Boykov and Kolmogorov ICCV 2001] Sink
Photo-consistency • Occlusion 1. Get nearest point on outer surface 2. Use outer surface for occlusions 2. Discard occluded views
Photo-consistency • Occlusion Self occlusion
Photo-consistency • Occlusion Self occlusion
threshold on angle between normal and viewing direction threshold= ~60 Photo-consistency • Occlusion N
Photo-consistency Normalised cross correlation Use all remaining cameras pair wise Average all NCC scores • Score
Photo-consistency Average NCC = C Voxel score = 1 - exp( -tan2[(C-1)/4] / 2 ) • Score 0 1 = 0.05 in all experiments
Protrusion problem • ‘Balooning’ force • favouring bigger volumes that fill the visual hull L.D. Cohen and I. Cohen. Finite-element methods for active contour models and balloons for 2-d and 3-d images. PAMI, 15(11):1131–1147, November 1993.
S V Protrusion problem (x) dS - dV • ‘Balooning’ force • favouring bigger volumes that fill the visual hull L.D. Cohen and I. Cohen. Finite-element methods for active contour models and balloons for 2-d and 3-d images. PAMI, 15(11):1131–1147, November 1993.
SOURCE wb wb wij h Graph wij = 4/3h2*(i+j)/2 [Boykov and Kolmogorov ICCV 2001] wb = h3 i j
Results • Model House
Results • Model House – Visual Hull
Results • Model House
Results • Stone carving
Results • Haniwa
Summary • Novel formulation for multiview stereo • Volumetric scene representation • Computationally tractable global optimisation using Graph-cuts. • Visual hull for occlusions and geometric constraint • Occlusions approximately modelled Questions ?