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36
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 191 (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.
A surface reconstruction method using global graph cut optimization
- INTERNATIONAL JOURNAL OF COMPUTER VISION
, 2006
"... Surface reconstruction from multiple calibrated images mainly has been approached using local methods, either as a continuous optimization problem driven by level sets, or by discrete volumetric methods such as space carving. We propose a direct surface reconstruction approach which starts from a co ..."
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Cited by 40 (4 self)
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Surface reconstruction from multiple calibrated images mainly has been approached using local methods, either as a continuous optimization problem driven by level sets, or by discrete volumetric methods such as space carving. We propose a direct surface reconstruction approach which starts from a continuous geometric functional that is minimized up to a discretization by a global graph-cut algorithm operating on a 3D embedded graph. The method is related to the stereo disparity computation based on graph-cut formulation, but fundamentally different in two aspects. First, existing stereo disparity methods are only interested in obtaining layers of constant disparity, while we focus on high resolution surface geometry. Second, most of the existing graph-cut algorithms only reach approximate solutions, while we guarantee a global minimum. The whole procedure is consistently incorporated into a voxel representation that handles both occlusions and discontinuities. We demonstrate our algorithm on real sequences, yielding remarkably detailed surface geometry up to 1/10th of a pixel.
A hybrid approach for computing visual hulls of complex objects
- In Computer Vision and Pattern Recognition
, 2003
"... This paper addresses the problem of computing visual hulls from image contours. We propose a new hybrid approach which overcomes the precision-complexity trade-off inherent to voxel based approaches by taking advantage of surface based approaches. To this aim, we introduce a space discretization whi ..."
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Cited by 35 (6 self)
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This paper addresses the problem of computing visual hulls from image contours. We propose a new hybrid approach which overcomes the precision-complexity trade-off inherent to voxel based approaches by taking advantage of surface based approaches. To this aim, we introduce a space discretization which does not rely on a regular grid, where most cells are ineffective, but rather on an irregular grid where sample points lie on the surface of the visual hull. Such a grid is composed of tetrahedral cells obtained by applying a Delaunay triangulation on the sample points. These cells are carved afterward according to image silhouette information. The proposed approach keeps the robustness of volumetric approaches while drastically improving their precision and reducing their time and space complexities. It thus allows modeling of objects with complex geometry, and it also makes real time feasible for precise models. Preliminary results with synthetic and real data are presented. 1.
Dealing with textureless regions and specular highlights: A progressive space carving scheme using a novel photo-consistency measure
- In IEEE International Conference on Computer Vision
, 2003
"... We present two extensions to the Space Carving framework. The first is a progressive scheme to better reconstruct surfaces lacking sufficient textures. The second is a novel photo-consistency measure that is valid for both specular and diffuse surfaces, under unknown lighting conditions. 1 ..."
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Cited by 29 (4 self)
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We present two extensions to the Space Carving framework. The first is a progressive scheme to better reconstruct surfaces lacking sufficient textures. The second is a novel photo-consistency measure that is valid for both specular and diffuse surfaces, under unknown lighting conditions. 1
Reconstructing Surfaces By Volumetric Regularization Using Radial Basis Functions
"... We present a new method of surface reconstruction that generates smooth and seamless models from sparse, noisy, non-uniform, and low resolution range data. Data acquisition techniques from computer vision, such as stereo range images and space carving, produce 3D point sets that are imprecise and no ..."
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Cited by 29 (3 self)
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We present a new method of surface reconstruction that generates smooth and seamless models from sparse, noisy, non-uniform, and low resolution range data. Data acquisition techniques from computer vision, such as stereo range images and space carving, produce 3D point sets that are imprecise and non-uniform when compared to laser or optical range scanners. Traditional reconstruction algorithms designed for dense and precise data do not produce smooth reconstructions when applied to vision-based data sets. Our method constructs a 3D implicit surface, formulated as a sum of weighted radial basis functions. We achieve three primary advantages over existing algorithms: (1) the implicit functions we construct estimate the surface well in regions where there is little data; (2) the reconstructed surface is insensitive to noise in data acquisition because we can allow the surface to approximate, rather than exactly interpolate, the data; and (3) the reconstructed surface is locally detailed, yet globally smooth, because we use radial basis functions that achieve multiple orders of smoothness.
Real-Time Capture, Reconstruction and Insertion into Virtual World of Human Actors
- VISION, VIDEO, AND GRAPHICS (2003) P. HALL, P. WILLIS (EDITORS)
, 2003
"... In this paper, we show how to capture an actor with no intrusive trackers and without any special environment like blue set, how to estimate its 3D-geometry and how to insert this geometry into a virtual world in real-time. We use several cameras in conjunction with background subtraction to produce ..."
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Cited by 19 (3 self)
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In this paper, we show how to capture an actor with no intrusive trackers and without any special environment like blue set, how to estimate its 3D-geometry and how to insert this geometry into a virtual world in real-time. We use several cameras in conjunction with background subtraction to produce silhouettes of the actor as observed from the different camera viewpoints. These silhouettes allow the 3D-geometry of the actor to be estimated by a voxel based method. This geometry is rendered with a marching cube algorithm and inserted into a virtual world. Shadows of the actor corresponding to virtual lights are then added and interactions with objects of the virtual world are proposed. The main originality of this paper is to propose a complete pipeline that can computes up to 30 frames per second. Since the rapidity of the process depends mainly on its slowest step, we present here all these steps. For each of them, we present and discuss the solution that is used. Some of them are new solutions, as the 3D shape estimation which is achieved using graphics hardware. Results are presented and discussed.
A Survey of Motion-Parallax-Based 3-D Reconstruction Algorithms
- IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS—PART C: APPLICATIONS AND REVIEWS
, 2004
"... The task of recovering three-dimensional (3-D) geometry from two-dimensional views of a scene is called 3-D reconstruction. It is an extremely active research area in computer vision. There is a large body of 3-D reconstruction algorithms available in the literature. These algorithms are often desig ..."
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Cited by 13 (4 self)
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The task of recovering three-dimensional (3-D) geometry from two-dimensional views of a scene is called 3-D reconstruction. It is an extremely active research area in computer vision. There is a large body of 3-D reconstruction algorithms available in the literature. These algorithms are often designed to provide different tradeoffs between speed, accuracy, and practicality. In addition, even the output of various algorithms can be quite different. For example, some algorithms only produce a sparse 3-D reconstruction while others are able to output a dense reconstruction. The selection of the appropriate 3-D reconstruction algorithm relies heavily on the intended application as well as the available resources. The goal of this paper is to review some of the commonly used motion-parallax-based 3-D reconstruction techniques and make clear the assumptions under which they are designed. To do so efficiently, we classify the reviewed reconstruction algorithms into two large categories depending on whether a prior calibration
A Distributed Approach for Real Time 3D Modeling
- Proceedings of the 2004 IEEE Conference on Computer Vision and Pattern Recognition Workshops (CVPRW'04) IEEE
, 2004
"... This paper addresses the problem of real time 3D modeling from images with multiple cameras. Environments where multiple cameras and PCs are present are becoming usual, mainly due to new camera technologies and high computing power of modern PCs. However most applications in computer vision are base ..."
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Cited by 7 (3 self)
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This paper addresses the problem of real time 3D modeling from images with multiple cameras. Environments where multiple cameras and PCs are present are becoming usual, mainly due to new camera technologies and high computing power of modern PCs. However most applications in computer vision are based on a single, or few PCs for computations and do not scale. Our motivation in this paper is therefore to propose a distributed framework which allows to compute precise 3D models in real time with a variable number of cameras, this through an optimal use of the several PCs which are generally present. We focus in this paper on silhouette based modeling approaches and investigate how to efficiently partition the associated tasks over a set of PCs. Our contribution is a distribution scheme that applies to the different types of approaches in this field and allows for real time applications. Such a scheme relies on different accessible levels of parallelization, from individual task partitions to concurrent executions, yielding in turn controls on both latency and frame rate of the modeling system. We report on the application of the presented framework to visual hull modeling applications. In particular, we show that precise surface models can be computed in real time with standard components. Results with synthetic data and preliminary results in real contexts are presented. 1.
Photorealistic Object Reconstruction Using Voxel Coloring and Adjusted Image Orientations, American Society for Photogrammetry and Remote
- Sensing/American Congress on Surveying and Mapping /International Federation of Surveyors Conference
, 2002
"... In this paper we present a voxel-based 3D reconstruction technique to compute photo realistic volume models from multiple color images. Visibility information is the key requirement for photorealistic reconstructions. In order to get the full visibility information item buffers are created for each ..."
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Cited by 5 (0 self)
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In this paper we present a voxel-based 3D reconstruction technique to compute photo realistic volume models from multiple color images. Visibility information is the key requirement for photorealistic reconstructions. In order to get the full visibility information item buffers are created for each image. In the item buffers each pixel is assigned the ID of the closest voxel it corresponds to. All scene points are projected into every image and if the ID stored in the pixel is the same as the voxel’s ID, they are checked for photo consistency. This way only visible (non-occluded) voxels are considered. Voxels are labelled either opaque and assigned a color value or transparent and carved away until no non-photo consistent voxel exists. Due to the missing of control points on the object, the images undergo a process of relative orientation in a free network using manually measured tie points. With these image orientations and a previously calibrated camera, the scene points are projected in a high accurate way, minimizing projection errors. This way objects are modelled where the application of control points is either impossible (e.g. in microscopic images) or uneconomical. Experimental results show that the combination of photogrammetric methods and shape from photo consistency techniques yield more accurate results since camera errors are taken into consideration and images are assigned individual orientation data.
A snake approach for high quality image-based 3d object modeling
- In to appear in Variational, Geometric and Level Set Methods in Computer Vision
, 2003
"... In this paper we present a new approach to high quality 3D object reconstruction by using well known computer vision techniques. Starting from a calibrated sequence of color images, we are able to recover both the 3D geometry and the texture of the real object. The core of the method is based on a c ..."
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Cited by 5 (1 self)
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In this paper we present a new approach to high quality 3D object reconstruction by using well known computer vision techniques. Starting from a calibrated sequence of color images, we are able to recover both the 3D geometry and the texture of the real object. The core of the method is based on a classical deformable model, which defines the framework where texture and silhouette information are used as external energies to recover the 3D geometry. A new formulation of the silhouette constraint is derived, and a multi-resolution gradient vector flow diffusion approach is proposed for the stereo-based energy term. 1

