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This article explores the field of image-based modeling and rendering, focusing on techniques for estimating 3D structure, camera motion, lighting, and surface models. It discusses traditional modeling and rendering approaches, as well as the challenges and potential applications of image-based techniques.
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CSCE 641 Computer Graphics: Image-based Modeling Jinxiang Chai
Image-based modeling • Estimating 3D structure • Estimating motion, e.g., camera motion • Estimating lighting • Estimating surface model
Traditional modeling and rendering Geometry Reflectance Light source Camera model rendering modeling User inputTexture map survey data Images For photorealism: - Modeling is hard - Rendering is slow
Can we model and render this? What do we want to do for this model?
Image based modeling and rendering Image-based modeling Image-based rendering Imagesuser input range scans Model Images
Spectrum of IBMR Model Panoroma Image-based rendering Image based modeling Images + Depth Geometry+ Images Camera + geometry Imagesuser input range scans Images Geometry+ Materials Light field Kinematics Dynamics Etc.
Spectrum of IBMR Model Panoroma Image-based rendering Image based modeling Images + Depth Geometry+ Images Camera + geometry Imagesuser input range scans Images Geometry+ Materials Light field Kinematics Dynamics Etc.
Spectrum of IBMR Model Panoroma Image-based rendering Image based modeling Images + Depth Geometry+ Images Camera + geometry Imagesuser input range scans Images Geometry+ Materials Light field Kinematics Dynamics Etc.
Stereo reconstruction • Given two or more images of the same scene or object, compute a representation of its shape • What are some possible applications? known camera viewpoints
3D modeling • From one stereo pair to a 3D head model • [Frederic Deverney, INRIA]
3D modeling The Digital Michelangelo Project, Levoy et al.
Optical mocap Vicon mocap system
Z-keying: mix live and synthetic • Takeo Kanade, CMU (Stereo Machine)
Virtualized RealityTM • [Takeo Kanade et al., CMU] • collect video from 50+ stream • reconstruct 3D model sequences • steerable version used forSuperBowl XXV “eye vision” • http://www.cs.cmu.edu/afs/cs/project/VirtualizedR/www/VirtualizedR.html
View interpolation • input depth image novel view • [Szeliski & Kang ‘95]
View morphing • Morph between pair of images using epipolar geometry [Seitz & Dyer, SIGGRAPH’96]
Performance Interface • Microsoft Natal project
Additional applications? • Real-time people tracking (systems from Pt. Gray Research and SRI) • “Gaze” correction for video conferencing [Ott,Lewis,Cox InterChi’93] • Other ideas?
Stereo matching • Given two or more images of the same scene or object, compute a representation of its shape • What are some possible representations for shapes? • depth maps • volumetric models • 3D surface models • planar (or offset) layers
Outline • Stereo matching • - Traditional stereo • - Multi-baseline stereo • - Active stereo • Volumetric stereo • - Visual hull • - Voxel coloring • - Space carving
Papers • Stereo matching • Masatoshi Okutomi and Takeo Kanade. A multiple-baseline stereo. IEEE Trans. on Pattern Analysis and Machine Intelligence (PAMI), 15(4), 1993, pp. 353--363. • D. Scharstein and R. Szeliski. A taxonomy and evaluation of dense two-frame stereo correspondence algorithms.International Journal of Computer Vision, 47(1/2/3):7-42, April-June 2002. • Visual-hull reconstruction • 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. • Photo-hull reconstruction • 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.
Stereo scene point image plane optical center
Stereo • Basic Principle: Triangulation • Gives reconstruction as intersection of two rays • Requires • calibration • point correspondence
Camera calibration • From world coordinate to image coordinate Perspective projection View transformation Viewport projection u sx a u0 v 0 -sy v0 1 0 0 1 2D projections 3D points Camera parameters
epipolar plane epipolar line Stereo correspondence • Determine Pixel Correspondence • Pairs of points that correspond to same scene point epipolar line • Epipolar Constraint • Reduces correspondence problem to 1D search along conjugateepipolar lines • Java demo: http://www.ai.sri.com/~luong/research/Meta3DViewer/EpipolarGeo.html
Stereo image rectification • reproject image planes onto a common • plane parallel to the line between optical centers • pixel motion is horizontal after this transformation • two homographies (3x3 transform), one for each input image reprojection • C. Loop and Z. Zhang. Computing Rectifying Homographies for Stereo Vision. IEEE Conf. Computer Vision and Pattern Recognition, 1999.
Rectification Original image pairs Rectified image pairs
Stereo matching algorithms • Match Pixels in Conjugate Epipolar Lines • Assume brightness constancy • This is a tough problem • Numerous approaches • A good survey and evaluation: http://www.middlebury.edu/stereo/
For each epipolar line For each pixel in the left image • Improvement: match windows • This should look familiar.. • Can use Lukas-Kanade or discrete search (latter more common) Your basic stereo algorithm • compare with every pixel on same epipolar line in right image • pick pixel with minimum matching cost
W = 3 W = 20 Window size • Smaller window - • Larger window - • Effect of window size
Stereo results • Data from University of Tsukuba • Similar results on other images without ground truth Scene Ground truth
Results with window search Window-based matching (best window size) Ground truth
Better methods exist... • State of the art method • Boykov et al., Fast Approximate Energy Minimization via Graph Cuts, • International Conference on Computer Vision, September 1999. Ground truth
Stereo reconstruction pipeline • Steps • Calibrate cameras • Rectify images • Compute disparity • Estimate depth
Stereo reconstruction pipeline • Steps • Calibrate cameras • Rectify images • Compute disparity • Estimate depth • Camera calibration errors • Poor image resolution • Occlusions • Violations of brightness constancy (specular reflections) • Large motions • Low-contrast image regions • What will cause errors?
Outline • Stereo matching • - Traditional stereo • - Multi-baseline stereo • - Active stereo • Volumetric stereo • - Visual hull • - Voxel coloring • - Space carving
disparity map 3D rendering [Szeliski & Kang ‘95] Depth from disparity input image (1 of 2) X z x x’ f f baseline C C’
Choosing the stereo baseline • What’s the optimal baseline? • Too small: large depth error • Too large: difficult search problem all of these points project to the same pair of pixels width of a pixel Large Baseline Small Baseline
1/z width of a pixel width of a pixel pixel matching score 1/z
Multi-baseline 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
Outline • Stereo matching • - Traditional stereo • - Multi-baseline stereo • - Active stereo • Volumetric stereo • - Visual hull • - Voxel coloring • - Space carving
camera 1 camera 1 projector projector camera 2 Active stereo with structured light • Project “structured” light patterns onto the object • simplifies the correspondence problem Li Zhang’s one-shot stereo
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 • Digital Michelangelo Project • http://graphics.stanford.edu/projects/mich/
Laser scanned models The Digital Michelangelo Project, Levoy et al.