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52
The Lumigraph
- In Proceedings of SIGGRAPH 96
, 1996
"... This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions. Unlike the shape capture process traditionally used ..."
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Cited by 732 (33 self)
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This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions. Unlike the shape capture process traditionally used in computer vision and the rendering process traditionally used in computer graphics, our approach does not rely on geometric representations. Instead we sample and reconstruct a 4D function, which we call a Lumigraph. The Lumigraph is a subset of the complete plenoptic function that describes the flow of light at all positions in all directions. With the Lumigraph, new images of the object can be generated very quickly, independent of the geometric or illumination complexity of the scene or object. The paper discusses a complete working system including the capture of samples, the construction of the Lumigraph, and the subsequent rendering of images from this new representation. 1
Image-based visual hulls
- IN PROCEEDINGS OF ACM SIGGRAPH 2000
, 2000
"... In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computati ..."
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Cited by 221 (13 self)
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In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computation complexity, limited resolution, or quantization artifacts of previous volumetric approaches. We demonstrate the use of this algorithm in a real-time virtualized reality application running off a small number of video streams.
Polyhedral Visual Hulls for Real-Time Rendering
- In Proceedings of Twelfth Eurographics Workshop on Rendering
, 2001
"... . We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This representation has a number of advantages: 1) it is a view-independent represent ..."
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Cited by 116 (2 self)
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. We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This representation has a number of advantages: 1) it is a view-independent representation, 2) it is well-suited to rendering with graphics hardware, and 3) it can be computed very quickly. We render these visual hulls with a view-dependent texturing strategy, which takes into account visibility information that is computed during the creation of the visual hull. We demonstrate these algorithms in a system that asynchronously renders dynamically created visual hulls in real-time. Our system outperforms similar systems of comparable computational power. 1
Registering Multiview Range Data to Create 3D Computer Objects
- IEEE TRANSACTIONS ON PATTERN ANALYSIS AND MACHINE INTELLIGENCE
, 1993
"... This research deals with the problem of range image registration for the purpose of building surface models of three-dimensional objects. The registration task involves finding the translation and rotation parameters which properly align overlapping views of the object so as to reconstruct from thes ..."
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Cited by 92 (5 self)
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This research deals with the problem of range image registration for the purpose of building surface models of three-dimensional objects. The registration task involves finding the translation and rotation parameters which properly align overlapping views of the object so as to reconstruct from these partial surfaces, an integrated surface representation of the object. The approach taken is to express the registration task as an optimization problem. We define a function which measures the quality of the alignment between the partial surfaces contained in two range images as produced by a set of motion parameters . This function computes a sum of Euclidean distances between a set of control points on one of the surfaces to corresponding points on the other. The strength of this approach resides in the method used to determine point correspondences across range images. It is based on reversing the rangefinder calibration process, resulting in a set of equations which can be used to dire...
Shape-From-Silhouette of Articulated Objects and its Use for Human Body Kinematics Estimation and Motion Capture
, 2003
"... Shape-From-Silhouette (SFS), also known as Visual Hull (VH) construction, is a popular 3D reconstruction method which estimates the shape of an object from multiple silhouette images. The original SFS formulation assumes that all of the silhouette images are captured either at the same time or while ..."
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Cited by 88 (3 self)
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Shape-From-Silhouette (SFS), also known as Visual Hull (VH) construction, is a popular 3D reconstruction method which estimates the shape of an object from multiple silhouette images. The original SFS formulation assumes that all of the silhouette images are captured either at the same time or while the object is static. This assumption is violated when the object moves or changes shape. Hence the use of SFS with moving objects has been restricted to treating each time instant sequentially and independently. Recently we have successfully extended the traditional SFS formulation to refine the shape of a rigidly moving object over time. Here we further extend SFS to apply to dynamic articulated objects. Given silhouettes of a moving articulated object, the process of recovering the shape and motion requires two steps: (1) correctly segmenting (points on the boundary of) the silhouettes to each articulated part of the object, (2) estimating the motion of each individual part using the segmented silhouette. In this paper, we propose an iterative algorithm to solve this simultaneous assignment and alignment problem. Once we have estimated the shape and motion of each part of the object, the articulation points between each pair of rigid parts are obtained by solving a simple motion constraint between the connected parts. To validate our algorithm, we first apply it to segment the different body parts and estimate the joint positions of a person. The acquired kinematic (shape and joint) information is then used to track the motion of the person in new video sequences.
A Survey of Methods for Volumetric Scene Reconstruction from Photographs
"... Scene reconstruction, the task of generating a 3D model of a scene given multiple 2D photographs taken of the scene, is an old and difficult problem in computer vision. Since its introduction, scene reconstruction has found application in many fields, including robotics, virtual reality, and entert ..."
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Cited by 59 (1 self)
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Scene reconstruction, the task of generating a 3D model of a scene given multiple 2D photographs taken of the scene, is an old and difficult problem in computer vision. Since its introduction, scene reconstruction has found application in many fields, including robotics, virtual reality, and entertainment. Volumetric models are a natural choice for scene reconstruction. Three broad classes of volumetric reconstruction techniques have been developed based on geometric intersections, color consistency, and pair-wise matching. Some of these techniques have spawned a number of variations and undergone considerable refinement. This paper is a survey of techniques for volumetric scene reconstruction.
Shape-from-Silhouette Across Time - Part I: Theory and Algorithms
- International Journal of Computer Vision
, 2005
"... Shape-From-Silhouette (SFS) is a shape reconstruction method which constructs a 3D shape estimate of an object using silhouette images of the object. The output of a SFS algorithm is known as the Visual Hull (VH). Traditionally SFS is either performed on static objects, or separately at each time in ..."
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Cited by 40 (1 self)
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Shape-From-Silhouette (SFS) is a shape reconstruction method which constructs a 3D shape estimate of an object using silhouette images of the object. The output of a SFS algorithm is known as the Visual Hull (VH). Traditionally SFS is either performed on static objects, or separately at each time instant in the case of videos of moving objects. In this paper we develop a theory of performing SFS across time: estimating the shape of a dynamic object (with unknown motion) by combining all of the silhouette images of the object over time. We first introduce a one dimensional element called a Bounding Edge to represent the Visual Hull. We then show that aligning two Visual Hulls using just their silhouettes is in general ambiguous and derive the geometric constraints (in terms of Bounding Edges) that govern the alignment. To break the alignment ambiguity, we combine stereo information with silhouette information and derive a Temporal SFS algorithm which consists of two steps: (1) estimate the motion of the objects over time (Visual Hull Alignment) and (2) combine the silhouette information using the estimated motion (Visual Hull Refinement). The algorithm is first developed for rigid objects and then extended to articulated objects. In the Part II of this paper we apply our temporal SFS algorithm to two human-related applications: (1) the acquisition of detailed human kinematic models and (2) marker-less motion tracking.
Visual Hull Alignment and Refinement Across Time: A 3D Reconstruction Algorithm Combining Shape-From-Silhouette with Stereo
, 2003
"... Visual Hull (VH) construction from silhouette images is a popular method of shape estimation. The method, also known as Shape-From-Silhouette (SFS), is used in many applications such as non-invasive 3D model acquisition, obstacle avoidance, and more recently human motion tracking and analysis. One o ..."
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Cited by 38 (4 self)
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Visual Hull (VH) construction from silhouette images is a popular method of shape estimation. The method, also known as Shape-From-Silhouette (SFS), is used in many applications such as non-invasive 3D model acquisition, obstacle avoidance, and more recently human motion tracking and analysis. One of the limitations of SFS, however, is that the approximated shape can be very coarse when there are only a few cameras. In this paper, we propose an algorithm to improve the shape approximation by combining multiple silhouette images captured across time. The improvement is achieved by first estimating the rigid motion between the visual hulls formed at different time instants (visual hull alignment) and then combining them (visual hull refinement) to get a tighter bound on the object's shape. Our algorithm first constructs a representation of the VHs called the bounding edge representation. Utilizing a fundamental property of visual hulls which states that each bounding edge must touch the object at at least one point, we use multi-view stereo to extract points called Colored Surface Points (CSP) on the surface of the object. These CSPs are then used in a 3D image alignment algorithm to find the 6 DOF rigid motion between two visual hulls. Once the rigid motion across time is known, all of the silhouette images are treated as being captured at the same time instant and the shape of the object is refined. We validate our algorithm on both synthetic and real data and compare it with Space Carving.
Online model reconstruction for interactive virtual environments
- In Proceedings 2001 Symposium on Interactive 3D Graphics
, 2001
"... We present a system for generating real-time 3D reconstructions of the user and other real objects in an immersive virtual environment (IVE) for visualization and interaction. For example, when parts of the user's body are in his field of view, our system allows him to see a visually faithful graphi ..."
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Cited by 37 (6 self)
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We present a system for generating real-time 3D reconstructions of the user and other real objects in an immersive virtual environment (IVE) for visualization and interaction. For example, when parts of the user's body are in his field of view, our system allows him to see a visually faithful graphical representation of himself, an avatar. In addition, the user can grab real objects, and then see and interact with those objects in the IVE. Our system bypasses an explicit 3D modeling stage, and does not use additional tracking sensors or prior object knowledge, nor do we generate dense 3D representations of objects using computer vision techniques. We use a set of outside-looking-in cameras and a novel visual hull technique that leverages the tremendous recent advances in graphics hardware performance and capabilities. We accelerate the visual hull computation by using projected textures to rapidly determine which volume samples lie within the visual hull. The samples are combined to form the object reconstruction from any given viewpoint. Our system produces results at interactive rates, and because it harnesses ever-improving graphics hardware, the rates and quality should continue to improve. We further examine realtime generated models as active participants in simulations (with lighting) in IVEs, and give results using synthetic and real data.
Appearance based object modeling using texture database: Acquisition, compression and rendering
, 2002
"... Image-based object modeling enables us to compose photorealistic images of modeled objects for various rendering conditions (viewpoints/light directions, etc.) However, it is very challenging to acquire a huge number of object images for all combinations of capturing parameters and to then handle th ..."
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Cited by 32 (1 self)
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Image-based object modeling enables us to compose photorealistic images of modeled objects for various rendering conditions (viewpoints/light directions, etc.) However, it is very challenging to acquire a huge number of object images for all combinations of capturing parameters and to then handle the resulting huge data sets for the model. In this paper, we present a novel modeling method for acquiring and preserving appearances of objects. Using a specialized capturing...

