Multiview Reconstruction. Why More Than 2 Views? BaselineBaseline – Too short – low accuracy – Too long – matching becomes hard.

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Presentation transcript:

Multiview Reconstruction

Why More Than 2 Views? BaselineBaseline – Too short – low accuracy – Too long – matching becomes hard

Why More Than 2 Views? Ambiguity with 2 viewsAmbiguity with 2 views Camera 1 Camera 2 Camera 3

Trinocular Stereo Straightforward approach to eliminate bad correspondencesStraightforward approach to eliminate bad correspondences – Pick 2 views, find correspondences – For each matching pair, reconstruct 3D point – Project point into 3 rd image – If can’t find correspondence near predicted location, reject

Trinocular Stereo Trifocal geometry: relations between points in three camera viewsTrifocal geometry: relations between points in three camera views Trifocal tensor: analogue of essential matrixTrifocal tensor: analogue of essential matrix – 3x3x3 trilinear tensor (3D cube of numbers) – Given lines in 2 views, predict lines in the 3 rd

Multibaseline Stereo Slightly different algorithm for n cameras:Slightly different algorithm for n cameras: Pick one reference viewPick one reference view For each candidate depthFor each candidate depth – Compute sum of squared differences to all other views, assuming correct disparity for view Resolves ambiguities: only correct depths will “constructively interfere”Resolves ambiguities: only correct depths will “constructively interfere”

Multibaseline Stereo

[ Okutami & Kanade]

Multibaseline Stereo Reconstruction

Multibaseline Stereo

Problems with Multibaseline Stereo Have to pick a reference viewHave to pick a reference view OcclusionOcclusion – With many cameras / large baseline, occlusion becomes likely – Contributes incorrect values to error function

Volumetric Multiview Approaches Goal: find a model consistent with imagesGoal: find a model consistent with images “Model-centric” (vs. image-centric)“Model-centric” (vs. image-centric) Typically use discretized volume (voxel grid)Typically use discretized volume (voxel grid) For each voxel, compute occupied / free (for some algorithms, also color, etc.)For each voxel, compute occupied / free (for some algorithms, also color, etc.)

Photo Consistency Result: not necessarily correct sceneResult: not necessarily correct scene Many scenes produce the same imagesMany scenes produce the same images All scenes Photo-consistent scenes True scene Reconstructed scene

Silhouette Carving Find silhouettes in all imagesFind silhouettes in all images Exact version:Exact version: – Back-project all silhouettes, find intersection Binary Images

Silhouette Carving Find silhouettes in all imagesFind silhouettes in all images Exact version:Exact version: – Back-project all silhouettes, find intersection

Silhouette Carving Limit of silhouette carving is visual hull or line hullLimit of silhouette carving is visual hull or line hull Complement of lines that don’t intersect objectComplement of lines that don’t intersect object In general not the same as objectIn general not the same as object – Can’t recover “pits” in object Not the same as convex hullNot the same as convex hull

Silhouette Carving Discrete version:Discrete version: – Loop over all voxels in some volume – If projection into images lies inside all silhouettes, mark as occupied – Else mark as free

Silhouette Carving

Voxel Coloring Seitz and Dyer, 1997Seitz and Dyer, 1997 In addition to free / occupied, store color at each voxelIn addition to free / occupied, store color at each voxel Explicitly accounts for occlusionExplicitly accounts for occlusion

Voxel Coloring Basic idea: sweep through a voxel gridBasic idea: sweep through a voxel grid – Project each voxel into each image in which it is visible – If colors in images agree, mark voxel with color – Else, mark voxel as empty Agreement of colors based on comparing standard deviation of colors to thresholdAgreement of colors based on comparing standard deviation of colors to threshold

Voxel Coloring and Occlusion Problem: which voxels are visible?Problem: which voxels are visible? Solution, part 1: constrain camera viewsSolution, part 1: constrain camera views – When a voxel is considered, necessary occlusion information must be available – Sweep occluders before occludees – Constrain camera positions to allow this sweep

Voxel Coloring Sweep Order Layers SceneTraversal Seitz

Voxel Coloring Camera Positions Inward-looking Cameras above scene Outward-looking Cameras inside scene Seitz

Panoramic Depth Ordering Cameras oriented in many different directionsCameras oriented in many different directions Planar depth ordering does not applyPlanar depth ordering does not apply Seitz

Panoramic Depth Ordering Layers radiate outwards from cameras Seitz

Panoramic Depth Ordering Seitz Layers radiate outwards from cameras

Panoramic Depth Ordering Seitz Layers radiate outwards from cameras

Voxel Coloring and Occlusion Solution, part 2: per-image mask of which pixels have been usedSolution, part 2: per-image mask of which pixels have been used – Each pixel only used once – Mask filled in as sweep progresses

Image Acquisition Calibrated TurntableCalibrated Turntable 360° rotation (21 images)360° rotation (21 images) Selected Dinosaur Images Selected Flower Images Seitz

Voxel Coloring Results Dinosaur Reconstruction 72 K voxels colored 7.6 M voxels tested 7 min. to compute on a 250MHz SGI Flower Reconstruction 70 K voxels colored 7.6 M voxels tested 7 min. to compute on a 250MHz SGI Seitz

Voxel Coloring Results With texture: good resultsWith texture: good results Without texture: regions tend to “bulge out”Without texture: regions tend to “bulge out” – Voxels colored at earliest time at which projection into images is consistent – Model good for re-rendering: image will look correct for viewpoints near the original ones

Limitations of Voxel Coloring A view-independent depth order may not existA view-independent depth order may not exist Need more powerful general-case algorithmsNeed more powerful general-case algorithms – Unconstrained camera positions – Unconstrained scene geometry/topology pq

Space Carving 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-consistent Project to visible input images Kutulakos & Seitz

Multi-Pass Plane Sweep Faster alternative:Faster alternative: – Sweep plane in each of 6 principal directions – Consider cameras on only one side of plane – Repeat until convergence

Multi-Pass Plane Sweep True SceneReconstruction

Multi-Pass Plane Sweep

Space Carving Results: African Violet Input Image (1 of 45) Reconstruction ReconstructionReconstruction

Space Carving Results: Hand Input Image (1 of 100) Views of Reconstruction