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Photorealistic scene reconstruction by voxel coloring. (1997)

by S M Seitz, C R Dyer
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A taxonomy and evaluation of dense two-frame stereo correspondence algorithms.

by Daniel Scharstein , Richard Szeliski - In IEEE Workshop on Stereo and Multi-Baseline Vision, , 2001
"... Abstract Stereo matching is one of the most active research areas in computer vision. While a large number of algorithms for stereo correspondence have been developed, relatively little work has been done on characterizing their performance. In this paper, we present a taxonomy of dense, two-frame ..."
Abstract - Cited by 1546 (22 self) - Add to MetaCart
Abstract Stereo matching is one of the most active research areas in computer vision. While a large number of algorithms for stereo correspondence have been developed, relatively little work has been done on characterizing their performance. In this paper, we present a taxonomy of dense, two-frame stereo methods. Our taxonomy is designed to assess the different components and design decisions made in individual stereo algorithms. Using this taxonomy, we compare existing stereo methods and present experiments evaluating the performance of many different variants. In order to establish a common software platform and a collection of data sets for easy evaluation, we have designed a stand-alone, flexible C++ implementation that enables the evaluation of individual components and that can easily be extended to include new algorithms. We have also produced several new multi-frame stereo data sets with ground truth and are making both the code and data sets available on the Web. Finally, we include a comparative evaluation of a large set of today's best-performing stereo algorithms.
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...at we are given a pair of rectified images as input. Recent references on stereo camera calibration and rectification include [130, 70, 131, 52, 39]. 2.2. Representation A critical issue in understanding an algorithm is the representation used internally and output externally by the algorithm. Most stereo correspondence methods compute a univalued disparity function d(x, y) with respect to a reference image, which could be one of the input images, or a “cyclopian” view in between some of the images. Other approaches, in particular multi-view stereo methods, use multi-valued [113], voxel-based [101, 67, 34, 33, 24], or layer-based [125, 5] representations. Still other approaches use full 3D models such as deformable models [120, 121], triangulated meshes [43], or level-set methods [38]. Since our goal is to compare a large number of methods within one common framework, we have chosen to focus on techniques that produce a univalued disparity map d(x, y) as their output. Central to such methods is the concept of a disparity space (x, y, d). The term disparity was first introduced in the human vision literature to describe the difference in location of corresponding features seen by the left and right eyes...

A theory of shape by space carving

by Kiriakos N. Kutulakos, Steven M. Seitz - In Proceedings of the 7th IEEE International Conference on Computer Vision (ICCV-99), volume I, pages 307– 314, Los Alamitos, CA , 1999
"... In this paper we consider the problem of computing the 3D shape of an unknown, arbitrarily-shaped scene from multiple photographs taken at known but arbitrarilydistributed viewpoints. By studying the equivalence class of all 3D shapes that reproduce the input photographs, we prove the existence of a ..."
Abstract - Cited by 566 (14 self) - Add to MetaCart
In this paper we consider the problem of computing the 3D shape of an unknown, arbitrarily-shaped scene from multiple photographs taken at known but arbitrarilydistributed viewpoints. By studying the equivalence class of all 3D shapes that reproduce the input photographs, we prove the existence of a special member of this class, the photo hull, that (1) can be computed directly from photographs of the scene, and (2) subsumes all other members of this class. We then give a provably-correct algorithm, called Space Carving, for computing this shape and present experimental results on complex real-world scenes. The approach is designed to (1) build photorealistic shapes that accurately model scene appearance from a wide range of viewpoints, and (2) account for the complex interactions between occlusion, parallax, shading, and their effects on arbitrary views of a 3D scene. 1.
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... they rely on the presence of specific image features such as edges and hence generate only sparse reconstructions [28], or they place strong constraints on the input viewpoints relative to the scene =-=[29, 30]-=-. Our implementation of the Space Carving Algorithm also uses plane sweeps, but unlike all previous methods the algorithm guarantees complete reconstructions in the general case. Our approach offers s...

A comparison and evaluation of multi-view stereo reconstruction algorithms.

by Steven M Seitz , Brian Curless , James Diebel , Daniel Scharstein , Richard Szeliski - In Proc. Computer Vision and Pattern Recognition ’06, , 2006
"... Abstract 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-v ..."
Abstract - Cited by 530 (14 self) - Add to MetaCart
Abstract 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.
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...projecting it into the input images, and evaluating the amount of mutual agreement between those projections. A simple measure of agreement is the variance of the projected pixels in the input images =-=[8, 11]-=-. Other methods compare images two at a time, and use windowmatching metrics such as sum of squared differences or normalized cross correlation [20, 23, 31]. An interesting feature of scene-space wind...

Image-based visual hulls

by Wojciech Matusik, Chris Buehler, Ramesh Raskar, Steven J. Gortler, Leonard McMillan - IN PROCEEDINGS OF ACM SIGGRAPH 2000 , 2000
"... In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computati ..."
Abstract - Cited by 339 (15 self) - Add to MetaCart
In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computation complexity, limited resolution, or quantization artifacts of previous volumetric approaches. We demonstrate the use of this algorithm in a real-time virtualized reality application running off a small number of video streams.
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...G can be done using polyhedral CSG, but this is very hard to do in a robust manner. A more common method used to convert silhouette contours into visual hulls is volume carving [22] [8] [29] [19] [5] =-=[27]-=-. This method removes unoccupied regions from an explicit volumetric representation. All voxels falling outside of the projected silhouette cone of a given view are eliminated from the volume. This pr...

Multi-camera Scene Reconstruction via Graph Cuts

by Vladimir Kolmogorov, Ramin Zabih - in European Conference on Computer Vision , 2002
"... We address the problem of computing the 3-dimensional shape of an arbitrary scene from a set of images taken at known viewpoints. ..."
Abstract - Cited by 317 (9 self) - Add to MetaCart
We address the problem of computing the 3-dimensional shape of an arbitrary scene from a set of images taken at known viewpoints.
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...a scene element between di#erent cameras. This constraint, called photoconsistency, is obviously quite powerful. Two well-known recent algorithms 2 that have used photo-consistency are voxel coloring =-=[23]-=- and space carving [16]. Voxel coloring makes a single pass through voxel space, first computing the visibility of each voxel and then its color. There are some constraints on the camera geometry, nam...

View morphing

by Steven M. Seitz, Charles R. Dyer - In Computer Graphics (SIGGRAPH’96 , 1996
"... Image morphing techniques can generate compelling 2D transitions between images. However, differences in object pose or viewpoint often cause unnatural distortions in image morphs that are difficult to correct manually. Using basic principles of projective geometry, this paper introduces a simple ex ..."
Abstract - Cited by 277 (20 self) - Add to MetaCart
Image morphing techniques can generate compelling 2D transitions between images. However, differences in object pose or viewpoint often cause unnatural distortions in image morphs that are difficult to correct manually. Using basic principles of projective geometry, this paper introduces a simple extension to image morphing that correctly handles 3D projective camera and scene transformations. The technique, called view morphing, works by prewarping two images prior to computing a morph and then postwarping the interpolated images. Because no knowledge of 3D shape is required, the technique may be applied to photographs and drawings, as well as rendered scenes. The ability to synthesize changes both in viewpoint and image structure affords a wide variety of interesting 3D effects via simple image transformations.

Computer Vision: Algorithms and Applications

by Richard Szeliski , 2010
"... ..."
Abstract - Cited by 252 (2 self) - Add to MetaCart
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Three-Dimensional Scene Flow

by Sundar Vedula, Simon Baker, Peter Rander, Robert Collins, Takeo Kanade , 1999
"... Scene flow is the three-dimensional motion field of points in the world, just as optical flow is the two-dimensional motion field of points in an image. Any optical flow is simply the projection of the scene flow onto the image plane of a camera. In this paper, we present a framework for the computa ..."
Abstract - Cited by 171 (8 self) - Add to MetaCart
Scene flow is the three-dimensional motion field of points in the world, just as optical flow is the two-dimensional motion field of points in an image. Any optical flow is simply the projection of the scene flow onto the image plane of a camera. In this paper, we present a framework for the computation of dense, non-rigid scene flow from optical flow. Our approach leads to straightforward linear algorithms and a classification of the task into three major scenarios: (1) complete instantaneous knowledge of the scene structure, (2) knowledge only of correspondence information, and (3) no knowledge of the scene structure. We also show that multiple estimates of the normal flow cannot be used to estimate dense scene flow directly without some form of smoothing or regularization.
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...ws, inverting (10) is far easier. First, the volume containing the geometry of the scene is partitioned into voxels. Then, the occupancy of each voxel is determined using the voxel coloring algorithm =-=[16]-=-, where each voxel is projected into the various images and deemed to be occupied or not depending on the consistency of measurements from the various images. At the end of the voxel coloring approach...

Polyhedral Visual Hulls for Real-Time Rendering

by Wojciech Matusik, Chris Buehler, Leonard McMillan - In Proceedings of Twelfth Eurographics Workshop on Rendering , 2001
"... . We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This representation has a number of advantages: 1) it is a view-independent represent ..."
Abstract - Cited by 163 (4 self) - Add to MetaCart
. We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This representation has a number of advantages: 1) it is a view-independent representation, 2) it is well-suited to rendering with graphics hardware, and 3) it can be computed very quickly. We render these visual hulls with a view-dependent texturing strategy, which takes into account visibility information that is computed during the creation of the visual hull. We demonstrate these algorithms in a system that asynchronously renders dynamically created visual hulls in real-time. Our system outperforms similar systems of comparable computational power. 1
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...xel approaches, a recent algorithm computes discrete slices of the visual hull using graphics hardware for acceleration [9]. Other approaches improve the shape using splines [17] or color information =-=[18]-=-. If the primary purpose of a shape representation is to produce new renderings of that shape from different viewing conditions, then construction of an explicit model is not necessary. The image-base...

True Multi-Image Alignment and its Application to Mosaicing and Lens Distortion Correction

by Harpreet Sawhney , Rakesh Kumar , 1997
"... Multiple images of a scene are related through 2D#3D view transformations and linear and non-linear camera transformations. In the traditional techniques to compute these transformations, especially the ones relying on direct intensity gradients, one image and its coordinate system have been assumed ..."
Abstract - Cited by 120 (1 self) - Add to MetaCart
Multiple images of a scene are related through 2D#3D view transformations and linear and non-linear camera transformations. In the traditional techniques to compute these transformations, especially the ones relying on direct intensity gradients, one image and its coordinate system have been assumed to be ideal and distortion free. In this paper, we present an algorithm for true multiimage alignment that does not rely on the measurements of a reference image being distortion free. The algorithm is developed to speci#cally align and mosaic images using parametric transformations in the presence of lens distortion. When lens distortion is present none of the images can be assumed to be ideal. In our formulation, all the images are modeled as intensity measurements represented in their respective coordinate systems, each of which is related to an ideal coordinate system through an interior camera transformation and an exterior view transformation. The goal of the accompanying algorithm is...
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