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Three Dimensional Model Construction for Visualization. Avideh Zakhor. Video and Image Processing Lab University of California at Berkeley avz@eecs.berkeley.edu. Outline. Goals and objectives Previous work by PI Directions for future work. Goals and Objectives.
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Three Dimensional Model Construction for Visualization Avideh Zakhor Video and Image Processing Lab University of California at Berkeley avz@eecs.berkeley.edu
Outline • Goals and objectives • Previous work by PI • Directions for future work
Goals and Objectives • Develop a framework for fast, automatic and accurate 3D model construction for objects, scenes, rooms, buildings (interior and exterior), urban areas, and cities. • Models must be easy to compute, compact to represent and suitable for high quality view synthesis and visualization • Applications: Virtual or augmented reality fly-throughs.
Previous Work on Scene Modeling • Full/Assisted 3-D ModelingKanade et al.; Koch et al.; Becker & Bove; Debevec et al.; Faugeras et al.; Malik & Yu. • Mosaics and PanoramasSzeliski & Kang; McMillan & Bishop; Shum & Szeliski • Layered/LDI RepresentationsWang & Adelson; Sawhney & Ayer; Weiss; Baker et al. • View Interpolation/IBR/Light FieldsChen & Williams; Chang & Zakhor; Laveau & Faugeras; Seitz & Dyer; Levoy & Hanrahan
Previous Work on Building Models • Nevatia (USC): multi-sensor integration • Teller (MIT): spherical mosaics on a wheelchair sized rover, known 6DOF • Van Gool (Belgium): roof detection from aerial photographs • Peter Allen (Columbia): images and laser range finders; view/sensor planning. • Faugeras (INRIA)
Previous Work on City Modeling • Planet 9: • Combines ground photographs with existing city maps manually. • UCLA Urban Simulation Team: • Uses mutligen to create models from aerial photographs, together with ground video for texture mapping. • Bath and London models by Univ. of Bath. • Combines aerial photgraphs with existing maps. • All approaches are slow and labor intensive.
Work at VIP lab at UCB Scene modeling and reconstruction.
Multi-Valued Representation: MVR • Level k has k occluding surfaces • Form multivalued array of depth and intensity
Imaging geometry (1) • Planar translation
Imaging Geometry (2) • Circular/orbital motion
Dense Depth Estimation • Estimate camera motion • Compute depth maps to build MVRs • Low-contrast regions problematic for dense depth estimation. • Enforce spatial coherence to achieve realistic, high quality visualization.
Block Diagram for Dense Depth Estimation • Planar approximation of depth for low contrast regions.
Oroginal Sequences “Mug” sequence (13 frames) “Teabox” sequence (102 frames)
Low-Contrast Regions • Complete tracking Mug sequence Tea-box sequence
Multiframe Depth Estimation Apply iterative estimation algorithm to enforce piecewise smoothness, without smoothing over depth discontinuities.
Multiframe Depth Estimation Mug Tea-box Multiframe Stereo + Low-Contrast Processing + Piecewise Smoothing Multiframe Stereo + Low-Contrast Processing + Piecewise Smoothing
Multivalued Representation • Project depths to reference coordinates
Multivalued representation for frame 4 (Level 0) Results (1) • Mug sequence
Multivalued representation for frame 4 (Level 1) Results • Mug sequence
Multivalued representation for frame 4 (Combining Levels 0 and 1) Results • Mug sequence
Results • Mug sequence Reconstructed sequence Arbitrary flythrough
Results (2) • Teabox sequence Multivalued representation for frame 22 (Intensity, Level 0)
Results • Teabox sequence Multivalued representation for frame 22 (Depth, Level 0)
Results • Teabox sequence Multivalued representation for frame 22 (Intensity, Level 1)
Results • Teabox sequence Multivalued representation for frame 22 (Depth, Level 1)
Results • Teabox sequence Multivalued representation for frame 22 (Intensity, combining Levels 0 and 1)
Results • Teabox sequence Multivalued representation for frame 22 (Depth, combining Levels 0 and 1)
Results • Teabox sequence Multivalued representation for frame 86 (Intensity, Level 0)
Results • Teabox sequence Multivalued representation for frame 86 (Depth, Level 0)
Results • Teabox sequence Multivalued representation for frame 86 (Intensity, Level 1)
Results • Teabox sequence Multivalued representation for frame 86 (Depth, Level 1)
Results • Teabox sequence Multivalued representation for frame 86 (Intensity, combining Levels 0 and 1)
Results • Teabox sequence Multivalued representation for frame 86 (Depth, combining Levels 0 and 1)
Multiple MVRs • Perform view interpolation w/many MVRs
Results: multiple MVRs • Teabox sequence Reconstructed sequence from MVR86 Reconstruct sequence from MVR22
Results: Multiple MVRs Reconstructed sequence Arbitrary flyaround
Extensions • Complex scenes with many “levels” are difficult to model with MVR; e.g. trees, leaves, etc • Difficult to ensure realistic visualization from all angles; Need to plan capture process carefully. • Tradeoff between CG polygon modeling and IBR; • Use both in real visualization databases. • Build polygon models from MVR.
Issues for model construction • Choice of geometry for obtaining data • Choice of imaging technology. • Choice of representation. • Choice of models. • Dealing with time varying scenes.
Extensions: • So far, addressed “outside in” problem: • Camera looked inward to “scan” the object. • Future work will focus on the “Inside out” problem: • Modeling a room, office. • Modeling exterior or interior of a building • Modeling an urban environment e.g. a city
Strategy • Use: • Range sensors, position sensors (GPS), Gyros(orientation), omni camera, video. • Existing datasets: 3D CAD models, digital elevation maps (DEM), DTED, city maps, architectural drawings: apriori information
Modeling interior of buildings • Leverage existing work in the computer graphics group at UCB: • 3D model of Soda hall available from the “soda walkthrough” project. • 3D model built out of architectural drawings • Use additional video, and laser range finder input to • Enhance the details of the 3D model: furniture, etc • Add texture maps for photo-realistic walk-throughs.
City Modeling • Develop a framework for modeling parts of city of San Francisco: • Use aerial photograph as provided by Space Imaging Corp; resolution 1 ft. • Use digitized city maps • Use ground data collection vehicle to collect range and intensity video from a panoramic camera, annotated with 6 DOF parameters. • Derive data fusion algorithms to process the above in speedy, automated and accurate fashion.
Requirements • Automation (little or no interaction needed from human operators) • Speed: must scale with large areas and large data sets. • Accuracy • Robustness to location of data collection. • Ease of data collection. • Representation suitable to hierarchical visualization databases.
Relationship to others • USC: accurate tracking and registration algorithms needed for model construction. • Syracuse: uncertainty processing, and data fusion for model construction. • G. Tech: How to combine CG polygonal model building with IBR models in vis. database? How can vis. databases deal with photo-realistic rendering?
Conclusions • Fast, accurate and automatic model construction is essential to mobile augmented reality systems. • Our goal is to provide photo-realistic rendering of objects, scenes, buildings, and cities, to enable, visualization, navigation and interaction.