875 dynamic scene reconstruction

55
875 Dynamic Scene Reconstructi on Jan-Michael Frahm, Fall 2015 with slides from M. Pollefeys, Lazebnik, Matusik, Yerex and others

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Dynamic Scene Reconstruction No static scene assumption anymore Camera registration challenge mostly assumes registered cameras some approaches on dynamically obtaining camera registration

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Page 1: 875 Dynamic Scene Reconstruction

875 Dynamic Scene

Reconstruction

Jan-Michael Frahm, Fall 2015

with slides from M. Pollefeys, Lazebnik, Matusik, Yerexand others

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Dynamic Scene Reconstruction

• No static scene assumption anymore

• Camera registration challengeo mostly assumes registered cameraso some approaches on dynamically obtaining camera registration

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Dynamic Scene Reconstruction

• Non-parametric scene reconstructiono Shape from Silhouetteo Space Carving

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3D Reconstruction from Calibrated Images

Scene VolumeV

Input Images(Calibrated)

Goal: Determine transparency, radiance of points in V

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Discrete Formulation: Voxel Coloring

Discretized Scene Volume

Input Images(Calibrated)

Goal: Assign RGBA values to voxels in Vphoto-consistent with images

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Complexity and Computability

Discretized Scene Volume

N voxelsC colors

3

All Scenes (CN3)Photo-ConsistentScenes

TrueScene

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IssuesTheoretical Questions

Identify class of all photo-consistent scenes

Practical QuestionsHow do we compute photo-consistent models?

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1. C=2 (silhouettes)Volume intersection [Martin 81, Szeliski 93]

2. C unconstrained, viewpoint constraints

Voxel coloring algorithm [Seitz & Dyer 97]

3. General CaseSpace carving [Kutulakos & Seitz 98]

Voxel Coloring Solutions

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Reconstruction from Silhouettes (C = 2)

Binary Images

Approach: Backproject each silhouetteIntersect backprojected volumes

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Volume Intersection

Reconstruction Contains the True SceneBut is generally not the same In the limit get visual hull

Complement of all lines that don’t intersect S

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Voxel Algorithm for Volume Intersection

Color voxel black if on silhouette in every image

O(MN3), for M images, N3 voxelsDon’t have to search 2N3 possible scenes!

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Properties of Volume IntersectionPros

o Easy to implement, fasto Accelerated via octrees [Szeliski 1993]

Conso No concavitieso Reconstruction is not photo-consistento Requires identification of silhouettes

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1. C=2 (silhouettes)Volume intersection [Martin 81, Szeliski 93]

2. C unconstrained, viewpoint constraints

Voxel coloring algorithm [Seitz & Dyer 97]

3. General CaseSpace carving [Kutulakos & Seitz 98]

Voxel Coloring Solutions

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1. Choose voxel2. Project and correlate3. Color if consistent

Voxel Coloring Approach

Visibility Problem: in which images is each voxel visible?

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The Global Visibility Problem

Inverse Visibilityknown images

Unknown Scene

Which points are visible in which images?

Known Scene

Forward Visibilityknown scene

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Layers

Depth Ordering: visit occluders first!

SceneTraversal

Condition: depth order is view-independent

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Panoramic Depth Orderingo Cameras oriented in many different directionso Planar depth ordering does not apply

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Layers radiate outwards from cameras

Panoramic Depth Ordering

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Panoramic Layering

Layers radiate outwards from cameras

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Layers radiate outwards from cameras

Panoramic Layering

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Compatible Camera ConfigurationsDepth-Order Constraint

Scene outside convex hull of camera centers

Outward-Lookingcameras inside

scene

Inward-Lookingcameras above

scene

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Calibrated Image Acquisition

Calibrated Turntable360° rotation (21 images)

Selected Dinosaur Images

Selected Flower Images

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Voxel Coloring Results (Video)

Dinosaur Reconstruction72 K voxels colored7.6 M voxels tested7 min. to compute on a 250MHz SGI

Flower Reconstruction70 K voxels colored7.6 M voxels tested7 min. to compute on a 250MHz SGI

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Limitations of Depth OrderingA view-independent depth order may not exist

p q

Need more powerful general-case algorithms

Unconstrained camera positionsUnconstrained scene

geometry/topology

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1. C=2 (silhouettes)Volume intersection [Martin 81, Szeliski 93]

2. C unconstrained, viewpoint constraints

Voxel coloring algorithm [Seitz & Dyer 97]

3. General CaseSpace carving [Kutulakos & Seitz 98]

Voxel Coloring Solutions

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Space Carving Algorithm

Space Carving Algorithm

Image 1 Image N

…...

Initialize to a volume V containing the true scene

Repeat until convergence

Choose a voxel on the current surface

Carve if not photo-consistentProject to visible input images

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ConvergenceConsistency Property

The resulting shape is photo-consistentall inconsistent points are removed

Convergence PropertyCarving converges to a non-empty shape

a point on the true scene is never removed

V’

V

p

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Space Carving Algorithm

Step 1: Initialize V to volume containing true sceneStep 2: For every voxel on surface of V

test photo-consistency of voxelif voxel is inconsistent, carve it

Step 3: Repeat Step 2 until all voxels consistent

Convergence: Always converges to a photo-consistent model (when all assumptions are met)Good results on difficult real-world scenes

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What is Computable?

The Photo Hull is the UNION of all photo-consistent scenes in V

o It is a photo-consistent scene reconstructiono Tightest possible bound on the true sceneo Computable via provable Space Carving Algorithm

True Scene

V

Photo Hull

V

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Space Carving AlgorithmThe Basic Algorithm is Unwieldy

o Complex update procedure

Alternative: Multi-Pass Plane Sweepo Efficient, can use texture-mapping hardwareo Converges quickly in practiceo Easy to implement

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

True Scene Reconstruction

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Multi-Pass Plane Sweepo Sweep plane in each of 6 principle directionso Consider cameras on only one side of planeo Repeat until convergence

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Space Carving Results: African Violet

Input Image (1 of 45) Reconstruction

ReconstructionReconstruction

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Space Carving Results: Hand

Input Image(1 of 100)

Views of Reconstruction

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Other FeaturesCoarse-to-fine Reconstruction

• Represent scene as octree• Reconstruct low-res model first, then refine

Hardware-Acceleration• Use texture-mapping to compute voxel projections• Process voxels an entire plane at a time

Limitations• Need to acquire calibrated images• Restriction to simple radiance models• Bias toward maximal (fat) reconstructions• Transparency not supported