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57
A Theory of Refractive and Specular 3D Shape by Light-path Triangulation
"... We investigate the feasibility of reconstructing an arbitrarily-shaped specular scene (refractive or mirror-like) from one or more viewpoints. By reducing shape recovery to the problem of reconstructing individual 3D light paths that cross the image plane, we obtain three key results. First, we show ..."
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Cited by 34 (3 self)
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We investigate the feasibility of reconstructing an arbitrarily-shaped specular scene (refractive or mirror-like) from one or more viewpoints. By reducing shape recovery to the problem of reconstructing individual 3D light paths that cross the image plane, we obtain three key results. First, we show how to compute the depth map of a specular scene from a single viewpoint, when the scene redirects incoming light just once. Second, for scenes where incoming light undergoes two refractions or reflections, we show that three viewpoints are sufficient to enable reconstruction in the general case. Third, we show that it is impossible to reconstruct individual light paths when light is redirected more than twice. Our analysis assumes that, for every point on the image plane, we know at least one 3D point on its light path. This leads to reconstruction algorithms that rely on an “environment matting” procedure to establish pixel-to-point correspondences along a light path. Preliminary results for a variety of scenes (mirror, glass, etc) are also presented.
Analysis of human faces using a measurement-based skin reflectance model
- ACM Transactions on Graphics
, 2006
"... Figure 1: Photograph compared to a face rendered using our skin reflectance model. The rendered image was composited on top of the photograph. Right: Changing the albedo and BRDF using statistics of measured model parameters from a sample population. We have measured 3D face geometry, skin reflectan ..."
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Cited by 33 (7 self)
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Figure 1: Photograph compared to a face rendered using our skin reflectance model. The rendered image was composited on top of the photograph. Right: Changing the albedo and BRDF using statistics of measured model parameters from a sample population. We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and – since we do not use the original measured data – easy to edit as well. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis.
Mesostructure from specularity
- In CVPR ’06: Proceedings of the 2006 IEEE Computer Society Conference on Computer Vision and Pattern Recognition
, 2006
"... We describe a simple and robust method for surface mesostructure acquisition. Our method builds on the observation that specular reflection is a reliable visual cue for surface mesostructure perception. In contrast to most photometric stereo methods, which take specularities as outliers and discard ..."
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Cited by 23 (2 self)
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We describe a simple and robust method for surface mesostructure acquisition. Our method builds on the observation that specular reflection is a reliable visual cue for surface mesostructure perception. In contrast to most photometric stereo methods, which take specularities as outliers and discard them, we propose a progressive acquisition system that captures a dense specularity field as the only information for mesostructure reconstruction. Our method can efficiently recover surfaces with fine-scale geometric details from complex real-world objects with a wide variety of reflection properties, including translucent, low albedo, and highly specular objects. We show results for a variety of objects including human skin, dried apricot, orange, jelly candy, black leather and dark chocolate.
Dynamic Shape Capture using Multi-View Photometric Stereo
- In ACM Transactions on Graphics
"... Figure 1: Our system rapidly acquires images under varying illumination in order to compute photometric normals from multiple viewpoints. The normals are then used to reconstruct detailed mesh sequences of dynamic shapes such as human performers. We describe a system for high-resolution capture of m ..."
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Cited by 16 (3 self)
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Figure 1: Our system rapidly acquires images under varying illumination in order to compute photometric normals from multiple viewpoints. The normals are then used to reconstruct detailed mesh sequences of dynamic shapes such as human performers. We describe a system for high-resolution capture of moving 3D geometry, beginning with dynamic normal maps from multiple views. The normal maps are captured using active shape-from-shading (photometric stereo), with a large lighting dome providing a series of novel spherical lighting configurations. To compensate for low-frequency deformation, we perform multi-view matching and thin-plate spline deformation on the initial surfaces obtained by integrating the normal maps. Next, the corrected meshes are merged into a single mesh using a volumetric method. The final output is a set of meshes, which were impossible to produce with previous methods. The meshes exhibit details on the order of a few millimeters, and represent the performance over human-size working volumes at a temporal resolution of 60Hz. 1
Multi-view photometric stereo
, 2007
"... This paper addresses the problem of obtaining complete, detailed reconstructions of textureless shiny objects. We present an algorithm which uses silhouettes of the object, as well as images obtained under changing illumination conditions. In contrast with previous photometric stereo techniques, our ..."
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Cited by 15 (2 self)
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This paper addresses the problem of obtaining complete, detailed reconstructions of textureless shiny objects. We present an algorithm which uses silhouettes of the object, as well as images obtained under changing illumination conditions. In contrast with previous photometric stereo techniques, ours is not limited to a single viewpoint but produces accurate reconstructions in full 3D. A number of images of the object are obtained from multiple viewpoints, under varying lighting conditions. Starting from the silhouettes, the algorithm recovers camera motion and constructs the object’s visual hull. This is then used to recover the illumination and initialise a multi-view photometric stereo scheme to obtain a closed surface reconstruction. There are two main contributions in this paper: Firstly we describe a robust technique to estimate light directions and intensities and secondly, we introduce a novel formulation of photometric stereo which combines multiple viewpoints and hence allows closed surface reconstructions. The algorithm has been implemented as a practical model acquisition system. Here, a quantitative evaluation of the algorithm on synthetic data is presented together with complete reconstructions of challenging real objects. Finally, we show experimentally how even in the case of highly textured objects, this technique can greatly improve on correspondence-based multi-view stereo results.
Multi-Scale Capture of Facial Geometry and Motion
"... We present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry and wrinkles. We first acquire a static scan of the face including reflectance data at the highest possible quality. We then augment a traditional marker-based facial motion-capt ..."
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Cited by 14 (1 self)
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We present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry and wrinkles. We first acquire a static scan of the face including reflectance data at the highest possible quality. We then augment a traditional marker-based facial motion-capture system by two synchronized video cameras to track expression wrinkles. The resulting model consists of high-resolution geometry, motion-capture data, and expression wrinkles in 2D parametric form. This combination represents the facial shape and its salient features at multiple scales. During motion synthesis the motion-capture data deforms the high-resolution geometry using a linear shell-based mesh-deformation method. The wrinkle geometry is added to the facial base mesh using nonlinear energy optimization. We present the results of our approach for performance replay as well as for wrinkle editing.
Reflectance Sharing: Predicting Appearance from a Sparse Set of Images of a Known Shape
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2007
"... Abstract—Three-dimensional appearance models consisting of spatially varying reflectance functions defined on a known shape can be used in analysis-by-synthesis approaches to a number of visual tasks. The construction of these models requires the measurement of reflectance, and the problem of recove ..."
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Cited by 13 (1 self)
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Abstract—Three-dimensional appearance models consisting of spatially varying reflectance functions defined on a known shape can be used in analysis-by-synthesis approaches to a number of visual tasks. The construction of these models requires the measurement of reflectance, and the problem of recovering spatially varying reflectance from images of known shape has drawn considerable interest. To date, existing methods rely on either: 1) low-dimensional (e.g., parametric) reflectance models, or 2) large data sets involving thousands of images (or more) per object. Appearance models based on the former have limited accuracy and generality since they require the selection of a specific reflectance model a priori, and while approaches based on the latter may be suitable for certain applications, they are generally too costly and cumbersome to be used for image analysis. We present an alternative approach that seeks to combine the benefits of existing methods by enabling the estimation of a nonparametric spatially varying reflectance function from a small number of images. We frame the problem as scattered-data interpolation in a mixed spatial and angular domain, and we present a theory demonstrating that the angular accuracy of a recovered reflectance function can be increased in exchange for a decrease in its spatial resolution. We also present a practical solution to this interpolation problem using a new representation of reflectance based on radial basis functions. This representation is evaluated experimentally by testing its ability to predict appearance under novel view and lighting conditions. Our results suggest that since reflectance typically varies slowly from point to point over much of an object’s surface, we can often obtain a nonparametric reflectance function from a sparse set of images. In fact, in some cases, we can obtain reasonable results in the limiting case of only a single input image. Index Terms—Reflectance, BRDF, image synthesis, image-based rendering, radial basis functions. 1
Robust fusion of dynamic shape and normal capture for high-quality reconstruction of time-varying geometry
- IN PROC. IEEE CONF. ON COMPUTER VISION AND PATTERN RECOGNITION
, 2008
"... This paper describes a new passive approach to capture time-varying scene geometry in large acquisition volumes from multi-view video. It can be applied to reconstruct complete moving models of human actors that feature even slightest dynamic geometry detail, such as wrinkles and folds in clothing, ..."
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Cited by 12 (0 self)
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This paper describes a new passive approach to capture time-varying scene geometry in large acquisition volumes from multi-view video. It can be applied to reconstruct complete moving models of human actors that feature even slightest dynamic geometry detail, such as wrinkles and folds in clothing, and that can be viewed from 360 ◦. Starting from multi-view video streams recorded under calibrated lighting, we first perform marker-less human motion capture based on a smooth template with no highfrequency surface detail. Subsequently, surface reflectance and time-varying normal fields are estimated based on the coarse template shape. The main contribution of this paper is a new statistical approach to solve the non-trivial problem of transforming the captured normal field that is defined over the smooth non-planar 3D template into true 3D displacements. Our spatio-temporal reconstruction method outputs displaced geometry that is accurate at each time step of video and temporally smooth, even if the input data are affected by noise.
Consolidation of Unorganized Point Clouds for Surface Reconstruction
"... We consolidate an unorganized point cloud with noise, outliers, non-uniformities, and in particular interference between close-by surface sheets as a preprocess to surface generation, focusing on reliable normal estimation. Our algorithm includes two new developments. First, a weighted locally optim ..."
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Cited by 12 (4 self)
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We consolidate an unorganized point cloud with noise, outliers, non-uniformities, and in particular interference between close-by surface sheets as a preprocess to surface generation, focusing on reliable normal estimation. Our algorithm includes two new developments. First, a weighted locally optimal projection operator produces a set of denoised, outlier-free and evenly distributed particles over the original dense point cloud, so as to improve the reliability of local PCA for initial estimate of normals. Next, an iterative framework for robust normal estimation is introduced, where a priority-driven normal propagation scheme based on a new priority measure and an orientation-aware PCA work complementarily and iteratively to consolidate particle normals. The priority setting is reinforced with front stopping at thin surface features and normal flipping to enable robust handling of the close-by surface sheet problem. We demonstrate how a point cloud that is wellconsolidated by our method steers conventional surface generation schemes towards a proper interpretation of the input data. 1
Reconstruction in the round using photometric normals and silhouettes
- IN: PROC. IEEE CONF. ON COMPUTER VISION AND PATTERN RECOGNITION (CVPR
, 2006
"... This paper addresses the problem of obtaining complete, detailed reconstructions of shiny textureless objects. We present an algorithm which uses silhouettes of the object, as well as images obtained under varying illumination conditions. In contrast with previous photometric stereo techniques, ours ..."
Abstract
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Cited by 10 (2 self)
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This paper addresses the problem of obtaining complete, detailed reconstructions of shiny textureless objects. We present an algorithm which uses silhouettes of the object, as well as images obtained under varying illumination conditions. In contrast with previous photometric stereo techniques, ours is not limited to a single viewpoint and produces accurate reconstructions in full 3D. A number of images of the object are obtained from multiple viewpoints, under varying lighting conditions. Starting from the silhouettes, the algorithm recovers camera motion and constructs the object’s visual hull. This is then used to recover the illumination and initialise a multi-view photometric stereo scheme to obtain a closed surface reconstruction. The contributions of the paper are twofold: Firstly we describe a robust technique to estimate light directions and intensities and secondly, we introduce a novel formulation of photometric stereo which combines multiple viewpoints and hence allows closed surface reconstructions. The algorithm has been implemented as a practical model acquisition system. Here, a quantitative evaluation of the algorithm on synthetic data is presented together with a complete reconstruction of a challenging real object.

