Scalable Real-time Volumetric Surface Reconstruction

Slides:



Advertisements
Similar presentations
Bayesian Belief Propagation
Advertisements

The fundamental matrix F
For Internal Use Only. © CT T IN EM. All rights reserved. 3D Reconstruction Using Aerial Images A Dense Structure from Motion pipeline Ramakrishna Vedantam.
Automatic 3D modeling from range images Daniel Huber Carnegie Mellon University Robotics Institute.
Graphics Pipeline.
KinectFusion: Real-Time Dense Surface Mapping and Tracking
CHAPTER 12 Height Maps, Hidden Surface Removal, Clipping and Level of Detail Algorithms © 2008 Cengage Learning EMEA.
Vision Based Control Motion Matt Baker Kevin VanDyke.
Proximity Computations between Noisy Point Clouds using Robust Classification 1 Jia Pan, 2 Sachin Chitta, 1 Dinesh Manocha 1 UNC Chapel Hill 2 Willow Garage.
Computing 3D Geometry Directly From Range Images Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories.
Silhouettes in Multiview Stereo Ian Simon. Multiview Stereo Problem Input: – a collection of images of a rigid object (or scene) – camera parameters for.
Adam Rachmielowski 615 Project: Real-time monocular vision-based SLAM.
Filling Holes in Complex Surfaces using Volumetric Diffusion James Davis, Stephen Marschner, Matt Garr, Marc Levoy Stanford University First International.
High Performance Computing 1 Parallelization Strategies and Load Balancing Some material borrowed from lectures of J. Demmel, UC Berkeley.
3D full object reconstruction from kinect Yoni Choukroun Elie Semmel Advisor: Yonathan Afflalo.
3D object capture Capture N “views” (parts of the object) –get points on surface of object –create mesh (infer connectivity) Hugues Hoppe –filter data.
The Story So Far The algorithms presented so far exploit: –Sparse sets of images (some data may not be available) –User help with correspondences (time.
Overview and Mathematics Bjoern Griesbach
Mohammed Rizwan Adil, Chidambaram Alagappan., and Swathi Dumpala Basaveswara.
Introduction --Classification Shape ContourRegion Structural Syntactic Graph Tree Model-driven Data-driven Perimeter Compactness Eccentricity.
Automatic Registration of Color Images to 3D Geometry Computer Graphics International 2009 Yunzhen Li and Kok-Lim Low School of Computing National University.
KinectFusion : Real-Time Dense Surface Mapping and Tracking IEEE International Symposium on Mixed and Augmented Reality 2011 Science and Technology Proceedings.
CS654: Digital Image Analysis Lecture 3: Data Structure for Image Analysis.
Realtime 3D model construction with Microsoft Kinect and an NVIDIA Kepler laptop GPU Paul Caheny MSc in HPC 2011/2012 Project Preparation Presentation.
1 Computer Graphics Week2 –Creating a Picture. Steps for creating a picture Creating a model Perform necessary transformation Lighting and rendering the.
Ground Truth Free Evaluation of Segment Based Maps Rolf Lakaemper Temple University, Philadelphia,PA,USA.
1 Distributed and Optimal Motion Planning for Multiple Mobile Robots Yi Guo and Lynne Parker Center for Engineering Science Advanced Research Computer.
Lec 22: Stereo CS4670 / 5670: Computer Vision Kavita Bala.
A Computationally Efficient Framework for Modeling Soft Body Impact Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories.
Finish Hardware Accelerated Voxel Coloring Anselmo A. Montenegro †, Luiz Velho †, Paulo Carvalho † and Marcelo Gattass ‡ †
Peter Henry1, Michael Krainin1, Evan Herbst1,
Volume Visualization Presented by Zhao, hai. What’ volume visualization Volume visualization is the creation of graphical representations of data sets.
Reconstruction of Solid Models from Oriented Point Sets Misha Kazhdan Johns Hopkins University.
112/5/ :54 Graphics II Image Based Rendering Session 11.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
RGB-D Images and Applications
3D Object Representations 2009, Fall. Introduction What is CG?  Imaging : Representing 2D images  Modeling : Representing 3D objects  Rendering : Constructing.
Applications and Rendering pipeline
Faculty of Sciences and Technology from University of Coimbra Generating 3D Meshes from Range Data [1] Graphic Computation and Three-dimensional Modeling.
Robot Vision SS 2011 Matthias Rüther / Matthias Straka 1 ROBOT VISION Lesson 7: Volumetric Object Reconstruction Matthias Straka.
A Globally Optimal Algorithm for Robust TV-L 1 Range Image Integration Christopher Zach VRVis Research Center Thomas Pock, Horst Bischof.
Chapter 10: Computer Graphics
Track-While-Scan (TWS)
GVDB: Raytracing Sparse Voxel Database Structures on the GPU Rama Hoetzlein, NVIDIA High Performance Graphics 2016 Trinity College, Dublin.
Memory Management.
- Introduction - Graphics Pipeline
Real-Time Soft Shadows with Adaptive Light Source Sampling
Hybrid Ray Tracing and Path Tracing of Bezier Surfaces using a mixed hierarchy Rohit Nigam, P. J. Narayanan CVIT, IIIT Hyderabad, Hyderabad, India.
Chapter 9: Virtual Memory
CS4670 / 5670: Computer Vision Kavita Bala Lec 27: Stereo.
Real Time Dense 3D Reconstructions: KinectFusion (2011) and Fusion4D (2016) Eleanor Tursman.
Real-time Wall Outline Extraction for Redirected Walking
3D Graphics Rendering PPT By Ricardo Veguilla.
3D Object Representations
CENG 477 Introduction to Computer Graphics
The Graphics Rendering Pipeline
Main Memory Management
SoC and FPGA Oriented High-quality Stereo Vision System
Coding Approaches for End-to-End 3D TV Systems
3D Rendering Pipeline Hidden Surface Removal 3D Primitives
Image Based Modeling and Rendering (PI: Malik)
Fusion, Face, HD Face Matthew Simari | Program Manager, Kinect Team
Combining Geometric- and View-Based Approaches for Articulated Pose Estimation David Demirdjian MIT Computer Science and Artificial Intelligence Laboratory.
Chapter V Vertex Processing
AN INTRODUCTION TO COMPUTER GRAPHICS Subject: Computer Graphics Lecture No: 01 Batch: 16BS(Information Technology)
A Volumetric Method for Building Complex Models from Range Images
Stefan Oßwald, Philipp Karkowski, Maren Bennewitz
Stereo vision Many slides adapted from Steve Seitz.
Probabilistic Robotics Bayes Filter Implementations FastSLAM
Presentation transcript:

Scalable Real-time Volumetric Surface Reconstruction Jiawen Chen Dennis Bautembach Shahram Izadi Microsoft Research, Cambridge, UK Computer Graphics Mian Athar Naqash 21570550

Introduction - Reconstruction Takes 2D image as input Gives 3D model of 2D image as output Depth cameras are used to find depth. Structure from motion (SfM) is a range imaging technique Structure from motion (SfM) is a range imaging technique for estimating three-dimensional structures from two-dimensional image sequences that may be coupled with local motion signals 1

Volumetric method Simple fusion method and gives high quality output results It doesn’t make any assumption about the surface topology Uses the redundancy of overlapping depth samples. Captures the uncertainty of depth estimates Fill small holes but leaves unobserved regions empty. Volumetric method – well-known reconstruction method. 2

Volumetric method (cont) Augmented reality: Here the need is to combine the real world geometry with the virtual actions of user. Autonomous Guidance: Where a robot is supposed to reconstruct, Environment get some data Respond back to the physical environment. Consumer depth cameras have made real-time depth sensing useful. Autonomous Guidance provide instantaneous feedback to users as they scan an object or scene. 3

Objectives of this research A fast and compact hierarchical GPU data structure Capable of dynamic update This increases The physical size and resolution of reconstruction volume By using an order of magnitude less memory than a regular grid GPU = graphical processing unit 4

Problems in other approaches No information about the underlying acquisition process Disregard the uncertainty in measurements. Important in triangulation based methods These method are not so bad Can fail in high curvature regions. triangulation based methods = used in the calculation of point on surface with geometrical methods 5

Volumetric fusion Use volumetric data structures such as occupancy- storing simple state Generate binary grids from multiple range images Samples of continuous function Surface is represented, based on signed distance fields(SDF) Hilton et al, proposed the depth map fusion. Curless and levoy dealt with the direction of sensor in a noisy achievement. Wheeler worked is to get surfaces from the voxels to increase robustness to outliers. These methods typically use volumetric data structures either storing simple state information such as occupancy Occupancy typically generate binary occupancy grids from multiple range images, and share similarities with voxel carving methods based on image silhouettes. In computer graphics, implicit surface representations based on signed distance fields are common for rendering and physical simulation. An outlier is an observation that appears to deviate markedl y from other observations in the sample. To decrease the possibility of wrong data. 6

Reconstruction from 2D images Reconstruct the large outdoor scenes Most of reconstruction is carried out by the use of 2D cameras MVS (Multi View Stereo) or SFM (Structure from motion) techniques are used. Estimation can give a result having non-systematic noise Regularize depth maps Testing photo-consistency, visibility, and shape priors of image. Curless and levoy method, Pollefeys re-casted the problem It gave impressive results but with the loss of memory and speed. MVS = Multi-View Stereo – Creation of 3D object from images(different perspectives ) of an object SFM = structure from motion - is a range imaging technique for estimating three-dimensional structures from two-dimensional image sequences. Unlike active sensors, depth estimation can result in non-systematic noise and outliers, particularly if frame rate is critical. Recasting the problem as a global optimization (finding out a best solution), 7

Real-Time reconstruction using active sensor Some researchers left scale completely Reconstruction of smaller scenes and objects by the use of active sensors. Handheld object are scanned by structure light sensor. Using variant of (iterative closest point), the algorithm first align point cloud, create voxel grid from samples and rendering. By implementation of curless and levoy algorithm a high quality surface reconstruction can be achieved Kinectfusion showed a modified version of curless and levoy to fuse noisy kinect depth maps. The tradeoffs between scale, quality and speed have led some researchers to forgo scale completely. Iterative Closest Point (ICP) is an algorithm employed to minimize the difference between two clouds of points. KinectFusion provides 3D object scanning and model creation using a Kinect for Windows sensor. kinect is motion sensing device. 8

Extending kinect fusion Kinectfusion provides 3D object scanning and model creation using Stream: The graphics memory is streamed and cleaned but the volume of the camera position should be maintained. Motion volume: Camera moves with the sensors around the camera So this approach transform the distance field into active region No real time dynamic update for fusion and surface extension approaches are impractical Because of having no real time dynamic update for fusion and surface extension therefore these approaches are impractical 9

3D reconstruction pipeline The pipeline that we are using is based on KinectFusion system. We want to combine both the noisy depth maps and the memory efficient volumetric data structure The first stage is depth map conversion. The second stage calculates the global/world camera pose (its location and orientation) The third stage is fusing (or “integration”) of the depth data from the known sensor pose into a single volumetric representation The reconstruction volume can be raycast from a sensor pose and render visible image of the 3D reconstruction volume Source : https://www.researchgate.net/figure/220877151_fig7_Figure-11-Overview-of-tracking-and-reconstruction-pipeline-from-raw-depth-map-to 10

Data Structure Design The design consist of 3 level The root(red) is a fully allocated grid and provides a rough subdivision of the physical volume. Truncation region i.e. in grey needs to be refined. Refinement is repeated again and again until we reached to the leaf level i.e. in blue each node is small regular grid in this area. Majority of root voxel are free space (cyan). Yellow – previously refined but is free space. According to our noise model [Nguyen et al. 2012], the surface lies within the truncation region (in gray),and any intersecting voxels will need to be refined. majoritz of root voxel are free space (cyan) and dont require refinement. A common scenario that occurs due to noise or moving objects is that a previously refined voxel (in yellow) is subsequently observed as free space. Our strategy for dealing with these cases is to store metadata at interior nodes, similar to a hierarchical z-buffer [Greeneet al. 1993]. Source : Scalable Real-time Volumetric Surface Reconstruction Jiawen Chen Dennis Bautembach Shahram Izadi Microsoft Research, Cambridge, UK 11

GPU Implementation The grid is stored in GPU memory Dense 3D array griddesc initialized as null Root level grid is always allocated - stored as 3D array griddesc For each level hierarchy - fixed size pool is allocated Free list and backing store The backing, store is an array of n fixed blocks The free list, is a queue of block indices When a grid is allocated during integration A free block is de-queued from free list, Assigned to poolindex field and marked as dirty Garbage collection, enqueued again to free list The backing store is an array of n fixed-sized blocks, where each block has size equal to an entire grid at that level. 12

GPU Implementation (cont) Integration The footprint of the depth maps are rasterize into finer voxel grids by the atomic queues Root voxels are rasterized by threads and are projected to large hexagon within depth map Both the interior levels and the root algorithm are nearly same. Careful rasterization is necessary for a hole free result. To ensure that raycasting skips large portions of free space away from geometry, we retain the job queues from integration to perform summarization in parallel. signed distance field atomic queues a crash friendly queue that persists queue state and can restart. uses a worker pool and has configurable concurrency. 13

GPU Implementation (cont) Raycasting Is a rendering technique to create a 3d perspective in a 2d map. Is fast, because only a calculation has to be done for every vertical line of the screen. DDA algorithm is used to raycast the data. DDA - digital differential analyzer, used for rasterization of lines. Variant of DDA is used to raycast our datastructure on GPU. 14

GPU Implementation (cont) Summarization Perform summarization in parallel - to insure the exclusion of free spaces. Also a parallel reduction is used to find minimum weight in the leaf. interior surface SDF != near Surface then skip else nearSurface is set signed distance fields(SDF) 15

Limitation and future work The main problem solved here is the data structure. Issue of camera drift can be a work done in future One issue is the re-localization in case of camera fail Camera fail -> ICP fail -> history Re-localization, loop closure and handling drift are some of the main problems 16

Summery The competence of the real-time volumetric reconstruction are discussed Curless and levoy ‘s work is further extended to the large and fine scale reconstruction 3D reconstruction method Fast and volumetric data structure design which enables the making of good quality, scale and speed reconstruction 17

Thank you Questions?