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34
Exact Voxel Occupancy with Graph Cuts
, 2000
"... Voxel occupancy is one approach for reconstructing the 3-dimensional shape of an object from multiple views. In voxel occupancy, the task is to produce a binary labeling of a set of voxels, that determines which voxels are filled and which are empty. In this paper, we give an energy minimization for ..."
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Cited by 63 (3 self)
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Voxel occupancy is one approach for reconstructing the 3-dimensional shape of an object from multiple views. In voxel occupancy, the task is to produce a binary labeling of a set of voxels, that determines which voxels are filled and which are empty. In this paper, we give an energy minimization formulation of the voxel occupancy problem. The global minimum of this energy can be rapidly computed with a single graph cut, using a result due to Greig, Porteous and Seheult [7]. The energy function we minimize contains a data term and a smoothness term. The data term is a sum over the individual voxels, where the penalty for a voxel is based on the observed intensities of the pixels that intersect it. The smoothness term is the number of empty voxels adjacent to filled ones. Our formulation can be viewed as a generalization of silhouette intersection, with two advantages: we do not compute silhouettes, which are a major source of errors; and we can naturally incorporate spatial smoothness. ...
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.
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.
Volumetric Scene Reconstruction From Multiple Views
- Foundations of Image Understanding
, 2001
"... A review of methods for volumetric scene reconstruction from multiple views is presented. Occupancy descriptions of the voxels in a scene volume are constructed using shape-from-silhouette techniques for binary images, and shapefrom -photo-consistency combined with visibility testing for color image ..."
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Cited by 42 (0 self)
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A review of methods for volumetric scene reconstruction from multiple views is presented. Occupancy descriptions of the voxels in a scene volume are constructed using shape-from-silhouette techniques for binary images, and shapefrom -photo-consistency combined with visibility testing for color images. 1.
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.
Stochastic Refinement of the Visual Hull to Satisfy Photometric and Silhouette Consistency Constraints
, 2003
"... An iterative method for reconstructing a 3D polygonal mesh and color texture map from multiple views of an object is presented. In each iteration, the method first estimates a texture map given the current shape estimate. The texture map and its associated residual error image are obtained via maxim ..."
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Cited by 23 (1 self)
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An iterative method for reconstructing a 3D polygonal mesh and color texture map from multiple views of an object is presented. In each iteration, the method first estimates a texture map given the current shape estimate. The texture map and its associated residual error image are obtained via maximum a posteriori estimation and reprojection of the multiple views into texture space. Next, the surface shape is adjusted to minimize residual error in texture space. The surface is deformed towards a photometrically-consistent solution via a series of 1D epipolar searches at randomly selected surface points. The texture space formulation has improved computational complexity over standard image-based error aproaches, and allows computation of the reprojection error and uncertainty for any point on the surface. Moreover, shape adjustments can be constrained such that the recovered model's silhouette matches those of the input images. Experiments with real world imagery demonstrate the validity of the approach.
A Layered Motion Representation with Occlusion and Compact Spatial Support
- In Proc. of European Conference on Computer Vision
, 2002
"... Abstract. We describe a 2.5D layered representation for visual motion analysis. The representation provides a global interpretation of image motion in terms of several spatially localized foreground regions along with a background region. Each of these regions comprises a parametric shape model and ..."
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Cited by 19 (0 self)
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Abstract. We describe a 2.5D layered representation for visual motion analysis. The representation provides a global interpretation of image motion in terms of several spatially localized foreground regions along with a background region. Each of these regions comprises a parametric shape model and a parametric motion model. The representation also contains depth ordering so visibility and occlusion are rightly included in the estimation of the model parameters. Finally, because the number of objects, their positions, shapes and sizes, and their relative depths are all unknown, initial models are drawn from a proposal distribution, and then compared using a penalized likelihood criterion. This allows us to automatically initialize new models, and to compare different depth orderings. 1
W.: Tomographic reconstruction of transparent objects
- In: Eurographics Symposium on Rendering (2006
"... The scanning of 3D geometry has become a popular way of capturing the shape of real-world objects. Transparent objects, however, pose problems for traditional scanning methods. We present a tomographic method for recovering the shape of objects made of ..."
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Cited by 15 (2 self)
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The scanning of 3D geometry has become a popular way of capturing the shape of real-world objects. Transparent objects, however, pose problems for traditional scanning methods. We present a tomographic method for recovering the shape of objects made of
3D occlusion inference from silhouette cues
- In CVPR
, 2007
"... We consider the problem of detecting and accounting for the presence of occluders in a 3D scene based on silhouette cues in video streams obtained from multiple, calibrated views. While well studied and robust in controlled environments, silhouette-based reconstruction of dynamic objects fails in ge ..."
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Cited by 13 (2 self)
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We consider the problem of detecting and accounting for the presence of occluders in a 3D scene based on silhouette cues in video streams obtained from multiple, calibrated views. While well studied and robust in controlled environments, silhouette-based reconstruction of dynamic objects fails in general environments where uncontrolled occlusions are commonplace, due to inherent silhouette corruption by occluders. We show that occluders in the interaction space of dynamic objects can be detected and their 3D shape fully recovered as a byproduct of shape-from-silhouette analysis. We provide a Bayesian sensor fusion formulation to process all occlusion cues occurring in a multi-view sequence. Results show that the shape of static occluders can be robustly recovered from pure dynamic object motion, and that this information can be used for online self-correction and consolidation of dynamic object shape reconstruction. 1.
Improved voxel coloring via volumetric optimization
, 2000
"... Voxel coloring methods reconstruct a three-dimensional volumetric surface model from a set of calibrated twodimensional photographs taken of a scene. In this paper, we recast voxel coloring as an optimization problem, the solution of which strives to minimize reprojection error, which measures how w ..."
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Cited by 12 (2 self)
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Voxel coloring methods reconstruct a three-dimensional volumetric surface model from a set of calibrated twodimensional photographs taken of a scene. In this paper, we recast voxel coloring as an optimization problem, the solution of which strives to minimize reprojection error, which measures how well projections of the reconstructed scene reproduce the photographs. The reprojection error, defined in image space, guides the refinement of the scene reconstruction in object space. Unlike previous voxel coloring methods, ours makes better use of all color information from all viewpoints, and thereby produces higher quality reconstructions. In addition, it allows voxels to be added to, not just removed from, the scene at any time during reconstruction. We examine methods to minimize the reprojection error, including greedy and simulated annealing techniques. Reconstructions of both synthetic and real scenes are presented and analyzed. 1

