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117
Photo Tourism: Exploring Photo Collections in 3D
- ACM TRANSACTIONS ON GRAPHICS
, 2006
"... We present a system for interactively browsing and exploring large unstructured collections of photographs of a scene using a novel 3D interface. Our system consists of an image-based modeling front end that automatically computes the viewpoint of each photograph as well as a sparse 3D model of the ..."
Abstract
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Cited by 232 (20 self)
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We present a system for interactively browsing and exploring large unstructured collections of photographs of a scene using a novel 3D interface. Our system consists of an image-based modeling front end that automatically computes the viewpoint of each photograph as well as a sparse 3D model of the scene and image to model correspondences. Our photo explorer uses image-based rendering techniques to smoothly transition between photographs, while also enabling full 3D navigation and exploration of the set of images and world geometry, along with auxiliary information such as overhead maps. Our system also makes it easy to construct photo tours of scenic or historic locations, and to annotate image details, which are automatically transferred to other relevant images. We demonstrate our system on several large personal photo collections as well as images gathered from Internet photo sharing sites.
Free-Viewpoint Video of Human Actors
- ACM Transactions on Graphics
, 2003
"... In free-viewpoint video, the viewer can interactively choose his viewpoint in 3-D space to observe the action of a dynamic realworld scene from arbitrary perspectives. The human body and its motion plays a central role in most visual media and its structure can be exploited for robust motion estimat ..."
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Cited by 135 (47 self)
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In free-viewpoint video, the viewer can interactively choose his viewpoint in 3-D space to observe the action of a dynamic realworld scene from arbitrary perspectives. The human body and its motion plays a central role in most visual media and its structure can be exploited for robust motion estimation and efficient visualization. This paper describes a system that uses multi-view synchronized video footage of an actor's performance to estimate motion parameters and to interactively re-render the actor's appearance from any viewpoint.
Mosaicing New Views: The Crossed-Slits Projection
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2003
"... Abstract—We introduce a new kind of mosaicing, where the position of the sampling strip varies as a function of the input camera location. The new images that are generated this way correspond to a new projection model defined by two slits, termed here the Crossed-Slits (X-Slits) projection. In this ..."
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Cited by 52 (6 self)
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Abstract—We introduce a new kind of mosaicing, where the position of the sampling strip varies as a function of the input camera location. The new images that are generated this way correspond to a new projection model defined by two slits, termed here the Crossed-Slits (X-Slits) projection. In this projection model, every 3D point is projected by a ray defined as the line that passes through that point and intersects the two slits. The intersection of the projection rays with the imaging surface defines the image. X-Slits mosaicing provides two benefits. First, the generated mosaics are closer to perspective images than traditional pushbroom mosaics. Second, by simple manipulations of the strip sampling function, we can change the location of one of the virtual slits, providing a virtual walkthrough of a X-slits camera; all this can be done without recovering any 3D geometry and without calibration. A number of examples where we translate the virtual camera and change its orientation are given; the examples demonstrate realistic changes in parallax, reflections, and occlusions. Index Terms—Nonstationary mosaicing, crossed-slits projection, pushbroom camera, virtual walkthrough, image-based rendering. 1
Volumetric reconstruction and interactive rendering of trees from photographs
- ACM Transactions on Graphics (SIGGRAPH Conference Proceedings
, 2004
"... Figure 1: Our method captures and renders existing trees from photographs, by estimating opacity in a volume, then generating and displaying view-dependent textures attached to cells of the volume. (a) One of the original photographs of an oak. (b) The α mask used for the opacity estimation. Two cro ..."
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Cited by 46 (1 self)
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Figure 1: Our method captures and renders existing trees from photographs, by estimating opacity in a volume, then generating and displaying view-dependent textures attached to cells of the volume. (a) One of the original photographs of an oak. (b) The α mask used for the opacity estimation. Two cross slices of the resulting opacity are shown in (c). A synthetic image of the original view, using our view-dependent rendering, is shown in (d). Textures are attached to billboards in cells of the volume and are generated based on estimated opacity. Reconstructing and rendering trees is a challenging problem due to the geometric complexity involved, and the inherent difficulties of capture. In this paper we propose a volumetric approach to capture and render trees with relatively sparse foliage. Photographs of such trees typically have single pixels containing the blended projection of numerous leaves/branches and background. We show how we estimate opacity values on a recursive grid, based on alphamattes extracted from a small number of calibrated photographs of a tree. This data structure is then used to render billboards attached to the centers of the grid cells. Each billboard is assigned a set of view-dependent textures corresponding to each input view. These textures are generated by approximating coverage masks based on opacity and depth from the camera. Rendering is performed using a view-dependent texturing algorithm. The resulting volumetric tree structure has low polygon count, permitting interactive rendering of realistic 3D trees. We illustrate the implementation of our system on several different real trees, and show that we can insert the resulting model in virtual scenes.
Modeling the World from Internet Photo Collections
- INT J COMPUT VIS
, 2007
"... There are billions of photographs on the Internet, comprising the largest and most diverse photo collection ever assembled. How can computer vision researchers exploit this imagery? This paper explores this question from the standpoint of 3D scene modeling and visualization. We present structure-fro ..."
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Cited by 45 (1 self)
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There are billions of photographs on the Internet, comprising the largest and most diverse photo collection ever assembled. How can computer vision researchers exploit this imagery? This paper explores this question from the standpoint of 3D scene modeling and visualization. We present structure-from-motion and image-based rendering algorithms that operate on hundreds of images downloaded as a result of keyword-based image search queries like “Notre Dame ” or “Trevi Fountain.” This approach, which we call Photo Tourism, has enabled reconstructions of numerous well-known world sites. This paper presents these algorithms and results as a first step towards 3D modeling of the world’s well-photographed sites, cities, and landscapes from Internet imagery, and discusses key open problems and challenges for the research community.
Real-Time Consensus-Based Scene Reconstruction using Commodity Graphics Hardware
, 2002
"... that effectively combines a plane-sweeping algorithm with view synthesis for real-time, on-line 3D scene acquisition and view synthesis. Using real-time imagery from a few calibrated cameras, our method can generate new images from nearby viewpoints, estimate a dense depth map from the current viewp ..."
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Cited by 44 (3 self)
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that effectively combines a plane-sweeping algorithm with view synthesis for real-time, on-line 3D scene acquisition and view synthesis. Using real-time imagery from a few calibrated cameras, our method can generate new images from nearby viewpoints, estimate a dense depth map from the current viewpoint, or create a textured triangular mesh. We can do each of these without any prior geometric information or requiring any user interaction, in real time and on line. The heart of our method is to use programmable Pixel Shader technology to square intensity differences between reference image pixels, and then to choose final colors (or depths) that correspond to the minimum difference, i.e. the most consistent color.
Hardware-Accelerated Visual Hull Reconstruction and Rendering
- In Graphics Interface 2003
, 2003
"... We present a novel algorithm for simultaneous visual hull reconstruction and rendering by exploiting off-the-shelf graphics hardware. The reconstruction is accomplished by projective texture mapping in conjunction with the alpha test. Parallel to the reconstruction, rendering is also carried out in ..."
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Cited by 30 (5 self)
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We present a novel algorithm for simultaneous visual hull reconstruction and rendering by exploiting off-the-shelf graphics hardware. The reconstruction is accomplished by projective texture mapping in conjunction with the alpha test. Parallel to the reconstruction, rendering is also carried out in the graphics pipeline. We texture the visual hull view-dependently with the aid of fragment shaders, such as nVIDIA's register combiners. Both reconstruction and rendering are done in a single rendering pass. We achieve frame rates of more than 80 fps on a standard PC equipped with a commodity graphics card. The performance is significantly faster than that of previously reported similar systems.
Finding paths through the world’s photos
- In SIGGRAPH
, 2008
"... When a scene is photographed many times by different people, the viewpointsoftenclusteralongcertainpaths. Thesepathsarelargely specifictothescenebeingphotographed,andfollowinterestingregions and viewpoints. We seek to discover a range of such paths and turn them into controls for image-based renderi ..."
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Cited by 29 (5 self)
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When a scene is photographed many times by different people, the viewpointsoftenclusteralongcertainpaths. Thesepathsarelargely specifictothescenebeingphotographed,andfollowinterestingregions and viewpoints. We seek to discover a range of such paths and turn them into controls for image-based rendering. Our approach takes as input a large set of community or personal photos, reconstructscameraviewpoints,andautomaticallycomputesorbits, panoramas,canonicalviews,andoptimalpathsbetweenviews. The scene can then be interactively browsed in 3D using these controls or with six degree-of-freedom free-viewpoint control. As the userbrowsesthescene,nearbyviewsarecontinuouslyselectedand transformed,usingcontrol-adaptive reprojection techniques. 1
Reconstructing building interiors from images
- In Proc. of the International Conference on Computer Vision (ICCV
, 2009
"... This paper proposes a fully automated 3D reconstruction and visualization system for architectural scenes (interiors and exteriors). The reconstruction of indoor environments from photographs is particularly challenging due to texture-poor planar surfaces such as uniformly-painted walls. Our system ..."
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Cited by 26 (6 self)
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This paper proposes a fully automated 3D reconstruction and visualization system for architectural scenes (interiors and exteriors). The reconstruction of indoor environments from photographs is particularly challenging due to texture-poor planar surfaces such as uniformly-painted walls. Our system first uses structure-from-motion, multiview stereo, and a stereo algorithm specifically designed for Manhattan-world scenes (scenes consisting predominantly of piece-wise planar surfaces with dominant directions) to calibrate the cameras and to recover initial 3D geometry in the form of oriented points and depth maps. Next, the initial geometry is fused into a 3D model with a novel depth-map integration algorithm that, again, makes use of Manhattanworld assumptions and produces simplified 3D models. Finally, the system enables the exploration of reconstructed environments with an interactive, image-based 3D viewer. We demonstrate results on several challenging datasets, including a 3D reconstruction and image-based walk-through of an entire floor of a house, the first result of this kind from an automated computer vision system. 1.

