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Multi-view Stereo via Volumetric Graph-cuts

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Presentation on theme: "Multi-view Stereo via Volumetric Graph-cuts"— Presentation transcript:

1 Multi-view Stereo via Volumetric Graph-cuts
George Vogiatzis Roberto Cipolla Cambridge Univ. Engineering Dept. Philip H. S. Torr Department of Computing Oxford Brookes University

2 Multi-view Dense Stereo
Calibrated images of Lambertian scene 3D model of scene

3 Multi-view Dense Stereo
Two main approaches Volumetric Disparity (depth) map Volumetric

4 Dense Stereo reconstruction problem:
Two main approaches Volumetric Disparity (depth) map Disparity-map

5 Shape representation Disparity-maps
MRF formulation – good optimisation techniques exist (Graph-cuts, Loopy BP) MRF smoothness is viewpoint dependent Disparity is unique per pixel – only functions represented

6 Shape representation Volumetric – e.g. Level-sets, Space carving etc.
Able to cope with non-functions Levelsets: Local optimization Space carving: no simple way to impose surface smoothness

7 Our approach Cast volumetric methods in MRF framework
Use approximate surface containing the real scene surface E.g. visual hull Benefits: General surfaces can be represented No depth map merging required Optimisation is tractable (MRF solvers) Smoothness is viewpoint independent

8 Volumetric Graph cuts for segmentation
Boykov and Jolly ICCV 2001 Volume is discretized A binary MRF is defined on the voxels Voxels are labelled as OBJECT and BACKGROUND Labelling cost set by OBJECT / BACKGROUND intensity statistics Compatibility cost set by intensity gradient

9 Volumetric Graph cuts for stereo
Challenges: What do the two labels represent How to define cost of setting them How to deal with occlusion Interactions between distant voxels

10 Volumetric Graph cuts (x) 1. Outer surface
2. Inner surface (at constant offset) (x) 3. Discretize middle volume 4. Assign photoconsistency cost to voxels

11 Volumetric Graph cuts Source Sink

12 Volumetric Graph cuts S cut  3D Surface S Cost of a cut   (x) dS
Source [Boykov and Kolmogorov ICCV 2001] S S Sink

13 Volumetric Graph cuts Minimum cut  Minimal 3D Surface under photo-consistency metric Source [Boykov and Kolmogorov ICCV 2001] Sink

14 Photo-consistency Occlusion 1. Get nearest point on outer surface
2. Use outer surface for occlusions 2. Discard occluded views

15 Photo-consistency Occlusion Self occlusion

16 Photo-consistency Occlusion Self occlusion

17 Photo-consistency Occlusion
threshold on angle between normal and viewing direction threshold= ~60 N

18 Photo-consistency Score Normalised cross correlation
Use all remaining cameras pair wise Average all NCC scores Score

19 Photo-consistency Score  = 1 - exp( -tan2[(C-1)/4] / 2 )
Average NCC = C Voxel score  = 1 - exp( -tan2[(C-1)/4] / 2 ) Score 0    1  = 0.05 in all experiments

20 Example

21 Example - Visual Hull

22 Example - Slice

23 Example - Slice with graphcut

24 Example – 3D

25 Protrusion problem ‘Balooning’ force
favouring bigger volumes that fill the visual hull L.D. Cohen and I. Cohen. Finite-element methods for active contour models and balloons for 2-d and 3-d images. PAMI, 15(11):1131–1147, November 1993.

26  (x) dS -   dV Protrusion problem ‘Balooning’ force
favouring bigger volumes that fill the visual hull L.D. Cohen and I. Cohen. Finite-element methods for active contour models and balloons for 2-d and 3-d images. PAMI, 15(11):1131–1147, November 1993.

27 Protrusion problem

28 Protrusion problem

29 Graph wij = 4/3h2 * (i+j)/2 wb wb = h3 wij i j h SOURCE
[Boykov and Kolmogorov ICCV 2001] wb = h3 wij i j h

30 Results Model House

31 Results Model House – Visual Hull

32 Results Model House

33 Results Stone carving

34 Results Haniwa

35 Summary Questions ? Novel formulation for multiview stereo
Volumetric scene representation Computationally tractable global optimisation using Graph-cuts. Visual hull for occlusions and geometric constraint Occlusions approximately modelled Questions ?


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