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Real-time Shading-based Refinement for Consumer Depth Cameras
"... Figure 1: Our method takes as input depth and aligned RGB images from any consumer depth camera (here a PrimeSense Carmine 1.09). Per-frame and in real-time we approximate the incident lighting and albedo, and use these for geometry refinement. From left: Example input depth and RGB image; raw depth ..."
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Figure 1: Our method takes as input depth and aligned RGB images from any consumer depth camera (here a PrimeSense Carmine 1.09). Per-frame and in real-time we approximate the incident lighting and albedo, and use these for geometry refinement. From left: Example input depth and RGB image; raw depth input prior to refinement (rendered with normals and phong shading, respectively); our refined result, note detail on the eye (top right) compared to original depth map (bottom right); full 3D reconstruction using our refined depth maps in the real-time scan integration method of [Nießner et al. 2013] (far right) We present the first real-time method for refinement of depth data using shape-from-shading in general uncontrolled scenes. Per frame, our real-time algorithm takes raw noisy depth data and an aligned RGB image as input, and approximates the time-varying incident lighting, which is then used for geometry refinement. This leads to dramatically enhanced depth maps at 30Hz. Our algorithm makes few scene assumptions, handling arbitrary scene objects even under motion. To enable this type of real-time depth map enhancement, we contribute a new highly parallel algorithm that reformulates the inverse rendering optimization problem in prior work, allowing us to estimate lighting and shape in a temporally coherent way at video frame-rates. Our optimization problem is minimized using a new regular grid Gauss-Newton solver implemented fully on the GPU. We demonstrate results showing enhanced depth maps, which are comparable to offline methods but are computed orders of magnitude faster, as well as baseline comparisons with online filtering-based methods. We conclude with applications of our higher quality depth maps for improved real-time surface reconstruction and performance capture.
Discrete-Continuous Depth Estimation from a Single Image
"... In this paper, we tackle the problem of estimating the depth of a scene from a single image. This is a challeng-ing task, since a single image on its own does not provide any depth cue. To address this, we exploit the availability of a pool of images for which the depth is known. More specifically, ..."
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In this paper, we tackle the problem of estimating the depth of a scene from a single image. This is a challeng-ing task, since a single image on its own does not provide any depth cue. To address this, we exploit the availability of a pool of images for which the depth is known. More specifically, we formulate monocular depth estimation as a discrete-continuous optimization problem, where the con-tinuous variables encode the depth of the superpixels in the input image, and the discrete ones represent relation-ships between neighboring superpixels. The solution to this discrete-continuous optimization problem is then obtained by performing inference in a graphical model using parti-cle belief propagation. The unary potentials in this graph-ical model are computed by making use of the images with known depth. We demonstrate the effectiveness of our model in both the indoor and outdoor scenarios. Our experimen-tal evaluation shows that our depth estimates are more ac-curate than existing methods on standard datasets. 1.
A State of the Art Report on Kinect Sensor Setups in Computer Vision
"... Abstract. During the last three years after the launch of the Microsoft Kinect R ○ in the end-consumer market we have become witnesses of a small revolution in computer vision research towards the use of a standardized consumer-grade RGBD sensor for scene content retrieval. Beside classical localiza ..."
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Abstract. During the last three years after the launch of the Microsoft Kinect R ○ in the end-consumer market we have become witnesses of a small revolution in computer vision research towards the use of a standardized consumer-grade RGBD sensor for scene content retrieval. Beside classical localization and motion capturing tasks the Kinect has successfully been employed for the reconstruction of opaque and transparent objects. This report gives a comprehensive overview over the main publications using the Microsoft Kinect out of its original context as a decision-forest based motion-capturing tool. 1
M.: A joint intensity and depth co-sparse analysis model for depth map super-resolution
- In: Proceedings of the IEEE International Conference on Computer Vision, ICCV
, 2013
"... High-resolution depth maps can be inferred from low-resolution depth measurements and an additional high-resolution intensity image of the same scene. To that end, we introduce a bimodal co-sparse analysis model, which is able to capture the interdependency of registered intensity and depth informat ..."
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High-resolution depth maps can be inferred from low-resolution depth measurements and an additional high-resolution intensity image of the same scene. To that end, we introduce a bimodal co-sparse analysis model, which is able to capture the interdependency of registered intensity and depth information. This model is based on the assumption that the co-supports of corresponding bimodal image structures are aligned when computed by a suitable pair of analysis operators. No analytic form of such operators exist and we propose a method for learning them from a set of registered training signals. This learning process is done offline and returns a bimodal analysis operator that is universally applicable to natural scenes. We use this to exploit the bimodal co-sparse analysis model as a prior for solving inverse problems, which leads to an efficient algorithm for depth map super-resolution. 1
Depth super resolution by rigid body self-similarity in 3d
- In CVPR
, 2013
"... We tackle the problem of jointly increasing the spatial resolution and apparent measurement accuracy of an input low-resolution, noisy, and perhaps heavily quantized depth map. In stark contrast to earlier work, we make no use of ancillary data like a color image at the target resolu-tion, multiple ..."
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We tackle the problem of jointly increasing the spatial resolution and apparent measurement accuracy of an input low-resolution, noisy, and perhaps heavily quantized depth map. In stark contrast to earlier work, we make no use of ancillary data like a color image at the target resolu-tion, multiple aligned depth maps, or a database of high-resolution depth exemplars. Instead, we proceed by identi-fying and merging patch correspondences within the input depth map itself, exploiting patchwise scene self-similarity across depth such as repetition of geometric primitives or object symmetry. While the notion of ‘single-image ’ super resolution has successfully been applied in the context of color and intensity images, we are to our knowledge the first to present a tailored analogue for depth images. Rather than reason in terms of patches of 2D pixels as others have before us, our key contribution is to proceed by reason-ing in terms of patches of 3D points, with matched patch pairs related by a respective 6 DoF rigid body motion in 3D. In support of obtaining a dense correspondence field in reasonable time, we introduce a new 3D variant of Patch-Match. A third contribution is a simple, yet effective patch upscaling and merging technique, which predicts sharp ob-ject boundaries at the target resolution. We show that our results are highly competitive with those of alternative tech-niques leveraging even a color image at the target resolu-tion or a database of high-resolution depth exemplars. 1.
Spatio-temporal geometry fusion for multiple hybrid cameras using moving least squares surfaces
- CGF (Eurographics
, 2014
"... Figure 1: a) Combined raw geometries obtained by a calibrated setup of two hybrid color+depth cameras rendered in green and red respectively. b) Result of geometry fusion obtained by our MLS-based approach. c) Textured geometry from a). Note the numerous visual artifacts due to the inaccurate and in ..."
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Figure 1: a) Combined raw geometries obtained by a calibrated setup of two hybrid color+depth cameras rendered in green and red respectively. b) Result of geometry fusion obtained by our MLS-based approach. c) Textured geometry from a). Note the numerous visual artifacts due to the inaccurate and incomplete geometry, especially near depth discontinuities. d) Our optimized textured geometry from b). Multiview reconstruction aims at computing the geometry of a scene observed by a set of cameras. Accurate 3D reconstruction of dynamic scenes is a key component in a large variety of applications, ranging from special effects to telepresence and medical imaging. In this paper we propose a method based on Moving Least Squares surfaces which robustly and efficiently reconstructs dynamic scenes captured by a set of hybrid color+depth cameras. Our reconstruction provides spatio-temporal consistency and seamlessly fuses color and geometric information. We illustrate our formulation on a variety of real sequences and demonstrate that it favorably compares to state-of-the-art methods.
Depth map up-sampling using cost-volume filtering
- in Proc. of IVMSP Workshop
, 2013
"... Depth maps captured by active sensors (e.g., ToF cameras and Kinect) typically suffer from poor spatial resolution, con-siderable amount of noise, and missing data. To overcome these problems, we propose a novel depth map up-sampling method which increases the resolution of the original depth map wh ..."
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Depth maps captured by active sensors (e.g., ToF cameras and Kinect) typically suffer from poor spatial resolution, con-siderable amount of noise, and missing data. To overcome these problems, we propose a novel depth map up-sampling method which increases the resolution of the original depth map while effectively suppressing aliasing artifacts. Assum-ing that a registered high-resolution texture image is avail-able, the cost-volume filtering framework is applied to this problem. Our experiments show that cost-volume filtering can generate the high-resolution depth map accurately and efficiently while preserving discontinuous object boundaries, which is often a challenge when various state-of-the-art algo-rithms are applied. Index Terms — Depth map super-resolution, cost-volume filtering, up-sampling
Nonrigid Surface Registration and Completion from RGBD Images
"... Abstract. Nonrigid surface registration is a challenging problem that suffers from many ambiguities. Existing methods typically assume the availability of full volumetric data, or require a global model of the sur-face of interest. In this paper, we introduce an approach to nonrigid registration tha ..."
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Abstract. Nonrigid surface registration is a challenging problem that suffers from many ambiguities. Existing methods typically assume the availability of full volumetric data, or require a global model of the sur-face of interest. In this paper, we introduce an approach to nonrigid registration that performs on relatively low-quality RGBD images and does not assume prior knowledge of the global surface shape. To this end, we model the surface as a collection of patches, and infer the patch deformations by performing inference in a graphical model. Our repre-sentation lets us fill in the holes in the input depth maps, thus essentially achieving surface completion. Our experimental evaluation demonstrates the effectiveness of our approach on several sequences, as well as its ro-bustness to missing data and occlusions.
Similarity-Aware Patchwork Assembly for Depth Image Super-Resolution
"... This paper describes a patchwork assembly algorithm for depth image super-resolution. An input low resolution depth image is disassembled into parts by matching similar regions on a set of high resolution training images, and a super-resolution image is then assembled using these cor-responding matc ..."
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This paper describes a patchwork assembly algorithm for depth image super-resolution. An input low resolution depth image is disassembled into parts by matching similar regions on a set of high resolution training images, and a super-resolution image is then assembled using these cor-responding matched counterparts. We convert the super-resolution problem into a Markov Random Field (MRF) la-beling problem, and propose a unified formulation embed-ding (1) the consistency between the resolution enhanced image and the original input, (2) the similarity of disas-sembled parts with the corresponding regions on training images, (3) the depth smoothness in local neighborhoods, (4) the additional geometric constraints from self-similar structures in the scene, and (5) the boundary coincidence between the resolution enhanced depth image and an op-tional aligned high resolution intensity image. Experimen-tal results on both synthetic and real-world data demon-strate that the proposed algorithm is capable of recovering high quality depth images with ×4 resolution enhancement along each coordinate direction, and that it outperforms state-of-the-arts [14] in both qualitative and quantitative evaluations. 1.
Real-Time Non-Rigid Multi-Frame Depth Video Super-Resolution
"... This paper proposes to enhance low resolution dynamic depth videos containing freely non–rigidly moving objects with a new dynamic multi–frame super–resolution algo-rithm. Existent methods are either limited to rigid objects, or restricted to global lateral motions discarding radial dis-placements. ..."
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This paper proposes to enhance low resolution dynamic depth videos containing freely non–rigidly moving objects with a new dynamic multi–frame super–resolution algo-rithm. Existent methods are either limited to rigid objects, or restricted to global lateral motions discarding radial dis-placements. We address these shortcomings by accounting for non–rigid displacements in 3D. In addition to 2D opti-cal flow, we estimate the depth displacement, and simulta-neously correct the depth measurement by Kalman filtering. This concept is incorporated efficiently in a multi–frame super–resolution framework. It is formulated in a recursive manner that ensures an efficient deployment in real–time. Results show the overall improved performance of the pro-posed method as compared to alternative approaches, and specifically in handling relatively large 3D motions. Test examples range from a full moving human body to a highly dynamic facial video with varying expressions. 1.