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193
Multi-View Stereo for Community Photo Collections
"... We present a multi-view stereo algorithm that addresses the extreme changes in lighting, scale, clutter, and other effects in large online community photo collections. Our idea is to intelligently choose images to match, both at a per-view and per-pixel level. We show that such adaptive view selecti ..."
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Cited by 187 (23 self)
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We present a multi-view stereo algorithm that addresses the extreme changes in lighting, scale, clutter, and other effects in large online community photo collections. Our idea is to intelligently choose images to match, both at a per-view and per-pixel level. We show that such adaptive view selection enables robust performance even with dramatic appearance variability. The stereo matching technique takes as input sparse 3D points reconstructed from structure-from-motion methods and iteratively grows surfaces from these points. Optimizing for surface normals within a photoconsistency measure significantly improves the matching results. While the focus of our approach is to estimate high-quality depth maps, we also show examples of merging the resulting depth maps into compelling scene reconstructions. We demonstrate our algorithm on standard multi-view stereo datasets and on casually acquired photo collections of famous scenes gathered from the Internet. 1
Mesh-based inverse kinematics
- ACM Trans. Graph
, 2005
"... The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid m ..."
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Cited by 98 (8 self)
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The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid mesh configurations, and a selection mechanism for choosing among them. Drawing an analogy to the traditional use of skeleton-based inverse kinematics for posing skeletons, we define mesh-based inverse kinematics as the problem of finding meaningful mesh deformations that meet specified vertex constraints. Our solution relies on example meshes to indicate the class of meaningful deformations. Each example is represented with a feature vector of deformation gradients that capture the affine transformations which individual triangles undergo relative to a reference pose. To pose a mesh, our algorithm efficiently searches among all meshes with specified vertex positions to find the one that is closest to some pose in a nonlinear span of the example feature vectors. Since the search is not restricted to the span of example shapes, this produces compelling deformations even when the constraints require poses that are different from those observed in the examples. Furthermore, because the span is formed by a nonlinear blend of the example feature vectors, the blending component of our system may also be used independently to pose meshes by specifying blending weights or to compute multi-way morph sequences.
Capturing and Animating Skin Deformation in Human Motion
"... During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching. We present a technique for capturing and animating those motions using a commercial motion capture system and approximately 350 markers. Although ..."
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Cited by 68 (2 self)
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During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching. We present a technique for capturing and animating those motions using a commercial motion capture system and approximately 350 markers. Although the number of markers is significantly larger than that used in conventional motion capture, it is only a sparse representation of the true shape of the body. We supplement this sparse sample with a detailed, actor-specific surface model. The motion of the skin can then be computed by segmenting the markers into the motion of a set of rigid parts and a residual deformation (approximated first as a quadratic transformation and then with radial basis functions). We demonstrate the power of this approach by capturing flexing muscles, high frequency motions, and abrupt decelerations on several actors. We compare these results both to conventional motion capture and skinning and to synchronized video of the actors.
Projection Defocus Analysis for Scene Capture and Image Display
, 2006
"... In order to produce bright images, projectors have large apertures and hence narrow depths of field. In this paper, we present methods for robust scene capture and enhanced image display based on projection defocus analysis. We model a projector’s defocus using a linear system. This model is used to ..."
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Cited by 52 (2 self)
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In order to produce bright images, projectors have large apertures and hence narrow depths of field. In this paper, we present methods for robust scene capture and enhanced image display based on projection defocus analysis. We model a projector’s defocus using a linear system. This model is used to develop a novel temporal defocus analysis method to recover depth at each camera pixel by estimating the parameters of its projection defocus kernel in frequency domain. Compared to most depth recovery methods, our approach is more accurate near depth discontinuities. Furthermore, by using a coaxial projector-camera system, we ensure that depth is computed at all camera pixels, without any missing parts. We show that the recovered scene geometry can be used for refocus synthesis and for depth-based image composition. Using the same projector defocus model and estimation technique, we also propose a defocus compensation method that filters a projection image in a spatiallyvarying, depth-dependent manner to minimize its defocus blur after it is projected onto the scene. This method effectively increases the depth of field of a projector without modifying its optics. Finally, we present an algorithm that exploits projector defocus to reduce the strong pixelation artifacts produced by digital projectors, while preserving the quality of the projected image. We have experimentally verified each of our methods using real scenes.
Dense 3D Motion Capture from Synchronized Video Streams
, 2008
"... This paper proposes a novel approach to nonrigid, markerless motion capture from synchronized video streams acquired by calibrated cameras. The instantaneous geometry of the observed scene is represented by a polyhedral mesh with fixed topology. The initial mesh is constructed in the first frame usi ..."
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Cited by 50 (1 self)
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This paper proposes a novel approach to nonrigid, markerless motion capture from synchronized video streams acquired by calibrated cameras. The instantaneous geometry of the observed scene is represented by a polyhedral mesh with fixed topology. The initial mesh is constructed in the first frame using the publicly available PMVS software for multi-view stereo [7]. Its deformation is captured by tracking its vertices over time, using two optimization processes at each frame: a local one using a rigid motion model in the neighborhood of each vertex, and a global one using a regularized nonrigid model for the whole mesh. Qualitative and quantitative experiments using seven real datasets show that our algorithm effectively handles complex nonrigid motions and severe occlusions.
Dynamic Shape Capture using Multi-View Photometric Stereo
- In ACM Transactions on Graphics
"... Figure 1: Our system rapidly acquires images under varying illumination in order to compute photometric normals from multiple viewpoints. The normals are then used to reconstruct detailed mesh sequences of dynamic shapes such as human performers. We describe a system for high-resolution capture of m ..."
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Cited by 50 (4 self)
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Figure 1: Our system rapidly acquires images under varying illumination in order to compute photometric normals from multiple viewpoints. The normals are then used to reconstruct detailed mesh sequences of dynamic shapes such as human performers. We describe a system for high-resolution capture of moving 3D geometry, beginning with dynamic normal maps from multiple views. The normal maps are captured using active shape-from-shading (photometric stereo), with a large lighting dome providing a series of novel spherical lighting configurations. To compensate for low-frequency deformation, we perform multi-view matching and thin-plate spline deformation on the initial surfaces obtained by integrating the normal maps. Next, the corrected meshes are merged into a single mesh using a volumetric method. The final output is a set of meshes, which were impossible to produce with previous methods. The meshes exhibit details on the order of a few millimeters, and represent the performance over human-size working volumes at a temporal resolution of 60Hz. 1
Dynamic Refraction Stereo
, 2005
"... In this paper we consider the problem of reconstructing the 3D position and surface normal of points on an unknown, arbitrarily-shaped refractive surface. We show that two viewpoints are sufficient to solve this problem in the general case, even if the refractive index is unknown. The key requiremen ..."
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Cited by 48 (6 self)
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In this paper we consider the problem of reconstructing the 3D position and surface normal of points on an unknown, arbitrarily-shaped refractive surface. We show that two viewpoints are sufficient to solve this problem in the general case, even if the refractive index is unknown. The key requirements are (1) knowledge of a function that maps each point on the two image planes to a known 3D point that refracts to it, and (2) light is refracted only once. We apply this result to the problem of reconstructing the time-varying surface of a liquid from patterns placed below it. To do this, we introduce a novel "stereo matching" criterion called refractive disparity, appropriate for refractive scenes, and develop an optimization-based algorithm for individually reconstructing the position and normal of each point projecting to a pixel in the input views. Results on reconstructing a variety of complex, deforming liquid surfaces suggest that our technique can yield detailed reconstructions that capture the dynamic behavior of free-flowing liquids.
Efficient Reconstruction of Non-rigid Shape and Motion from Real-Time 3D Scanner Data
, 2008
"... We present a new technique for reconstructing a single shape and its non-rigid motion from 3D scanning data. Our algorithm takes a set of time-varying unstructured sample points that show partial views of a deforming object as input and reconstructs a single shape and a deformation field that fit th ..."
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Cited by 46 (5 self)
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We present a new technique for reconstructing a single shape and its non-rigid motion from 3D scanning data. Our algorithm takes a set of time-varying unstructured sample points that show partial views of a deforming object as input and reconstructs a single shape and a deformation field that fit the data. This representation yields dense correspondences for the whole sequence, as well as a completed 3D shape in every frame. In addition, the algorithm automatically removes spatial and temporal noise artifacts and outliers from the raw input data. Unlike previous methods, the algorithm does not require any shape template but computes a fitting shape automatically from the input data. Our reconstruction technique is based upon a novel topology aware adaptive sub-space deformation technique that allows handling long sequences with high resolution geometry efficiently. The algorithm accesses data in multiple sequential passes, so that long sequences can be streamed from hard disk, not being limited by main memory. We apply the technique to several benchmark data sets, increasing the complexity of the data that can be handled significantly in comparison to previous work, while at the same time improving the reconstruction quality.
Relighting human locomotion with flowed reflectance fields
- In SIGGRAPH ’06: ACM SIGGRAPH 2006 Sketches
, 2006
"... Overview We present an image-based approach for capturing the appearance of a walking or running person so they can be rendered realistically under variable viewpoint and illumination. Considerable work has addressed aspects of postproduction control of viewpoint and illumination of a human performa ..."
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Cited by 45 (9 self)
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Overview We present an image-based approach for capturing the appearance of a walking or running person so they can be rendered realistically under variable viewpoint and illumination. Considerable work has addressed aspects of postproduction control of viewpoint and illumination of a human performance. Most proposed systems address only one of those two aspects e.g. [Wilburn et al. 2005], [Wenger et al. 2005]. [Theobalt et al. 2005] addressed control both of the viewpoint and illumination, however the approach is challenge by low sampling of both lighting and view dimensions. We take a step toward an image-based approach to obtaining postproduction control over both viewpoint and illumination of cyclic full-body human motion by combining the performance relighting technique of [Wenger et al. 2005] with a novel view generation technique based on a flowed reflectance field. By restricting our consideration to cyclic motion such as walking and running, we are able to acquire a 2D array of views by slowly rotating the subject in front of a 1D vertical array of three high speed cameras and segmenting the data per motion cycle. We then use a combination of light field rendering and view interpolation based on optical flow to render the subject from new viewpoints.