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83
A Comparison and Evaluation of Multi-View Stereo Reconstruction Algorithms
, 2006
"... This paper presents a quantitative comparison of several multi-view stereo reconstruction algorithms. Until now, the lack of suitable calibrated multi-view image datasets with known ground truth (3D shape models) has prevented such direct comparisons. In this paper, we first survey multi-view stereo ..."
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Cited by 189 (12 self)
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This paper presents a quantitative comparison of several multi-view stereo reconstruction algorithms. Until now, the lack of suitable calibrated multi-view image datasets with known ground truth (3D shape models) has prevented such direct comparisons. In this paper, we first survey multi-view stereo algorithms and compare them qualitatively using a taxonomy that differentiates their key properties. We then describe our process for acquiring and calibrating multiview image datasets with high-accuracy ground truth and introduce our evaluation methodology. Finally, we present the results of our quantitative comparison of state-of-the-art multi-view stereo reconstruction algorithms on six benchmark datasets. The datasets, evaluation details, and instructions for submitting new models are available online at http://vision.middlebury.edu/mview.
Unstructured lumigraph rendering
- In Computer Graphics, SIGGRAPH 2001 Proceedings
, 2001
"... We describe an image based rendering approach that generalizes many image based rendering algorithms currently in use including light field rendering and view-dependent texture mapping. In particular it allows for lumigraph style rendering from a set of input cameras that are not restricted to a pla ..."
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Cited by 184 (10 self)
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We describe an image based rendering approach that generalizes many image based rendering algorithms currently in use including light field rendering and view-dependent texture mapping. In particular it allows for lumigraph style rendering from a set of input cameras that are not restricted to a plane or to any specific manifold. In the case of regular and planar input camera positions, our algorithm reduces to a typical lumigraph approach. In the case of fewer cameras and good approximate geometry, our algorithm behaves like view-dependent texture mapping. Our algorithm achieves this flexibility because it is designed to meet a set of desirable goals that we describe. We demonstrate this flexibility with a variety of examples. Keyword Image-Based Rendering 1
On the relationship between radiance and irradiance: determining the illumination from images of a convex Lambertian object
, 2001
"... This paper presents a theoretical analysis of the relationship between incoming radiance and irradiance. Radiance and irradiance are basic optical quantities, and their relationship is of fundamental interest to many fields, including computer vision, radiative transfer, and computer graphics. Physi ..."
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Cited by 88 (10 self)
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This paper presents a theoretical analysis of the relationship between incoming radiance and irradiance. Radiance and irradiance are basic optical quantities, and their relationship is of fundamental interest to many fields, including computer vision, radiative transfer, and computer graphics. Physically, we are interested in analyzing the properties of the light field generated when a homogeneous convex curved Lambertian surface of known geometry reflects a distant illumination field. A Lambertian surface reflects light proportional to the incoming irradiance, so analysis of this physical system is equivalent to a mathematical analysis of the relationship between incoming radiance and irradiance
Image-Based Reconstruction of Spatial Appearance and Geometric Detail
- ACM Transactions on Graphics
, 2003
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Cited by 86 (17 self)
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Image-Based Reconstruction of Spatially Varying Materials
- In Proceedings of the 12th Eurographics Workshop on Rendering
, 2001
"... . The measurement of accurate material properties is an important step towards photorealistic rendering. Many real-world objects are composed of a number of materials that often show subtle changes even within a single material. Thus, for photorealistic rendering both the general surface properti ..."
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Cited by 71 (9 self)
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. The measurement of accurate material properties is an important step towards photorealistic rendering. Many real-world objects are composed of a number of materials that often show subtle changes even within a single material. Thus, for photorealistic rendering both the general surface properties as well as the spatially varying effects of the object are needed. We present an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance distribution function (BRDF) to each of them. In order to model the local changes as well, we project the measured data for each surface point into a basis formed by the recovered BRDFs leading to a truly spatially varying BRDF representation. A high quality model of a real object can be generated with relatively few input data. The generated model allows for rendering under arbitrary viewing and lighting conditions and realistically reproduces the appearance of the original object. 1
Multi-View Scene Capture by Surfel Sampling: From Video Streams to Non-Rigid 3D Motion, Shape Reflectance
, 2001
"... In this paper we study the problem of recovering the 3D shape, reflectance, and non-rigid motion of a dynamic 3D scene. Because these properties are completely unknown, our approach uses multiple views to build a piecewisecontinuous geometric and radiometric representation of the scene's trace in sp ..."
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Cited by 66 (0 self)
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In this paper we study the problem of recovering the 3D shape, reflectance, and non-rigid motion of a dynamic 3D scene. Because these properties are completely unknown, our approach uses multiple views to build a piecewisecontinuous geometric and radiometric representation of the scene's trace in space-time. Basic primitive of this representation is the dynamic surfel, which (1) encodes the instantaneous local shape, reflectance, and motion of a small region in the scene, and (2) enables accurate prediction of the region's dynamic appearance under known illumination conditions. We show that complete surfel-based reconstructions can be created by repeatedly applying an algorithm called Surfel Sampling that combines sampling and parameter estimation to fit a single surfel to a small, bounded region of space-time. Experimental results with the Phong reflectance model and complex real scenes (clothing, skin, shiny objects) illustrate our method's ability to explain pixels and pixel variations in terms of their physical causes--- shape, reflectance, motion, illumination, and visibility.
Synthesis of bidirectional texture functions on arbitrary surfaces
, 2002
"... The bidirectional texture function (BTF) is a 6D function that can describe textures arising from both spatially-variant surface reflectance and surface mesostructures. In this paper, we present an algorithm for synthesizing the BTF on an arbitrary surface from a sample BTF. A main challenge in surf ..."
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Cited by 59 (9 self)
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The bidirectional texture function (BTF) is a 6D function that can describe textures arising from both spatially-variant surface reflectance and surface mesostructures. In this paper, we present an algorithm for synthesizing the BTF on an arbitrary surface from a sample BTF. A main challenge in surface BTF synthesis is the requirement of a consistent mesostructure on the surface, and to achieve that we must handle the large amount of data in a BTF sample. Our algorithm performs BTF synthesis based on surface textons, which extract essential information from the sample BTF to facilitate the synthesis. We also describe a general search strategy, called the �-coherent search, for fast BTF synthesis using surface textons. A BTF synthesized using our algorithm not only looks similar to the BTF sample in all viewing/lighthing conditions but also exhibits a consistent mesostructure when viewing and lighting directions change. Moreover, the synthesized BTF fits the target surface naturally and seamlessly. We demonstrate the effectiveness of our algorithm with sample BTFs from various sources, including those measured from real-world textures.
Synthesizing Bidirectional Texture Functions for Real-World Surfaces
, 2001
"... In this paper, we present a novel approach to synthetically generating bidirectional texture functions (BTFs) of real-world surfaces. Unlike a conventional two-dimensional texture, a BTF is a sixdimensional function that describes the appearance of texture as a function of illumination and viewing d ..."
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Cited by 52 (6 self)
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In this paper, we present a novel approach to synthetically generating bidirectional texture functions (BTFs) of real-world surfaces. Unlike a conventional two-dimensional texture, a BTF is a sixdimensional function that describes the appearance of texture as a function of illumination and viewing directions. The BTF captures the appearance change caused by visible small-scale geometric details on surfaces. From a sparse set of images under different viewing /lighting settings, our approach generates BTFs in three steps. First, it recovers approximate 3D geometry of surface details using a shape-from-shading method. Then, it generates a novel version of the geometric details that has the same statistical properties as the sample surface with a non-parametric sampling method. Finally, it employs an appearance preserving procedure to synthesize novel images for the recovered or generated geometric details under various viewing/lighting settings, which then define a BTF. Our experimental results demonstrate the effectiveness of our approach. CR Categories: I.2.10 [Artificial Intelligence]: Vision and Scene Understanding---modeling and recovery of physical attributes I.3.7 [Computer Graphics]: Three-dimensional Graphics and Realism---color, shading, shadowing, and texture I.4.8 [Image Processing]: Scene Analysis---color, photometry, shading Keywords: Bidirectional Texture Functions, Reflectance and Shading Models, Texture Synthesis, Shape-from-Shading, Photometric Stereo, Image-Based Rendering.
A frequency analysis of light transport
, 2005
"... We present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatm ..."
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Cited by 49 (7 self)
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We present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatment of both space and angle. We show that occlusion, a multiplication in the primal, amounts in the Fourier domain to a convolution by the spectrum of the blocker. Propagation corresponds to a shear in the space-angle frequency domain, while reflection on curved objects performs a different shear along the angular frequency axis. As shown by previous work, reflection is a convolution in the primal and therefore a multiplication in the Fourier domain. Our work shows how the spatial components of lighting are affected by this angular convolution. Our framework predicts the characteristics of interactions such as caustics and the disappearance of the shadows of small features. Predictions on the frequency content can then be used to control sampling rates for rendering. Other potential applications include precomputed radiance transfer and inverse rendering.

