From Images to Voxels Steve Seitz Carnegie Mellon University University of Washington SIGGRAPH 2000 Course on 3D Photography.

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Presentation transcript:

From Images to Voxels Steve Seitz Carnegie Mellon University University of Washington SIGGRAPH 2000 Course on 3D Photography

3D Reconstruction from Calibrated Images Scene Volume V Input Images (Calibrated) Goal: Determine transparency, radiance of points in V

Discrete Formulation: Voxel Coloring Discretized Scene Volume Input Images (Calibrated) Goal: Assign RGBA values to voxels in V photo-consistent with images

Complexity and Computability Discretized Scene Volume N voxels C colors 3 All Scenes ( C N 3 ) Photo-Consistent Scenes True Scene

Issues Theoretical Questions Identify class of all photo-consistent scenesIdentify class of all photo-consistent scenes Practical Questions How do we compute photo-consistent models?How do we compute photo-consistent models?

1. C=2 (silhouettes) Volume intersection [Martin 81, Szeliski 93]Volume intersection [Martin 81, Szeliski 93] 2. C unconstrained, viewpoint constraints Voxel coloring algorithm [Seitz & Dyer 97]Voxel coloring algorithm [Seitz & Dyer 97] 3. General Case Space carving [Kutulakos & Seitz 98]Space carving [Kutulakos & Seitz 98] Voxel Coloring Solutions

Reconstruction from Silhouettes (C = 2) Binary Images Approach: Backproject each silhouetteBackproject each silhouette Intersect backprojected volumesIntersect backprojected volumes

Volume Intersection Reconstruction Contains the True Scene But is generally not the sameBut is generally not the same In the limit get visual hullIn the limit get visual hull >Complement of all lines that don’t intersect S

Voxel Algorithm for Volume Intersection Color voxel black if on silhouette in every image O(MN 3 ), for M images, N 3 voxelsO(MN 3 ), for M images, N 3 voxels Don’t have to search 2 N 3 possible scenes!Don’t have to search 2 N 3 possible scenes!

Properties of Volume Intersection Pros Easy to implement, fastEasy to implement, fast Accelerated via octrees [Szeliski 1993]Accelerated via octrees [Szeliski 1993]Cons No concavitiesNo concavities Reconstruction is not photo-consistentReconstruction is not photo-consistent Requires identification of silhouettesRequires identification of silhouettes

1. C=2 (silhouettes) Volume intersection [Martin 81, Szeliski 93]Volume intersection [Martin 81, Szeliski 93] 2. C unconstrained, viewpoint constraints Voxel coloring algorithm [Seitz & Dyer 97]Voxel coloring algorithm [Seitz & Dyer 97] 3. General Case Space carving [Kutulakos & Seitz 98]Space carving [Kutulakos & Seitz 98] Voxel Coloring Solutions

1. Choose voxel 2. Project and correlate 3. Color if consistent Voxel Coloring Approach Visibility Problem: in which images is each voxel visible?

The Global Visibility Problem Inverse Visibility known images Unknown Scene Which points are visible in which images? Known Scene Forward Visibility known scene

Layers Depth Ordering: visit occluders first! SceneTraversal Condition: depth order is view-independent

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

Panoramic Depth Ordering Layers radiate outwards from cameras

Panoramic Layering Layers radiate outwards from cameras

Panoramic Layering Layers radiate outwards from cameras

Compatible Camera Configurations Depth-Order Constraint Scene outside convex hull of camera centersScene outside convex hull of camera centers Outward-Looking cameras inside scene Inward-Looking cameras above scene

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

Voxel Coloring Results (Video) 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

Limitations of Depth Ordering A view-independent depth order may not exist pq Need more powerful general-case algorithms Unconstrained camera positionsUnconstrained camera positions Unconstrained scene geometry/topologyUnconstrained scene geometry/topology

A More Difficult Problem: Walkthrough Input: calibrated images from arbitrary positions Output: 3D model photo-consistent with all images tree window

1. C=2 (silhouettes) Volume intersection [Martin 81, Szeliski 93]Volume intersection [Martin 81, Szeliski 93] 2. C unconstrained, viewpoint constraints Voxel coloring algorithm [Seitz & Dyer 97]Voxel coloring algorithm [Seitz & Dyer 97] 3. General Case Space carving [Kutulakos & Seitz 98]Space carving [Kutulakos & Seitz 98] Voxel Coloring Solutions

Space Carving Algorithm Image 1 Image N …... Initialize to a volume V containing the true sceneInitialize to a volume V containing the true scene Repeat until convergenceRepeat until convergence Choose a voxel on the current surfaceChoose a voxel on the current surface Carve if not photo-consistentCarve if not photo-consistent Project to visible input imagesProject to visible input images

Convergence Consistency Property The resulting shape is photo-consistentThe resulting shape is photo-consistent >all inconsistent points are removed Convergence Property Carving converges to a non-empty shapeCarving converges to a non-empty shape >a point on the true scene is never removed V’ V p

What is Computable? The Photo Hull is the UNION of all photo-consistent scenes in V It is a photo-consistent scene reconstructionIt is a photo-consistent scene reconstruction Tightest possible bound on the true sceneTightest possible bound on the true scene Computable via provable Space Carving AlgorithmComputable via provable Space Carving Algorithm True Scene V Photo Hull V

Space Carving Algorithm The Basic Algorithm is Unwieldy Complex update procedureComplex update procedure Alternative: Multi-Pass Plane Sweep Efficient, can use texture-mapping hardwareEfficient, can use texture-mapping hardware Converges quickly in practiceConverges quickly in practice Easy to implementEasy to implement Results Algorithm

Space Carving Algorithm Step 1: Initialize V to volume containing true sceneStep 1: Initialize V to volume containing true scene Step 2: For every voxel on surface of VStep 2: For every voxel on surface of V >test photo-consistency of voxel >if voxel is inconsistent, carve it Step 3: Repeat Step 2 until all voxels consistentStep 3: Repeat Step 2 until all voxels consistentConvergence: Always converges to a photo-consistent model (when all assumptions are met)Always converges to a photo-consistent model (when all assumptions are met) Good results on difficult real-world scenesGood results on difficult real-world scenes

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence True SceneReconstruction

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

Multi-Pass Plane Sweep Sweep plane in each of 6 principle directionsSweep plane in each of 6 principle directions Consider cameras on only one side of planeConsider cameras on only one side of plane Repeat until convergenceRepeat until convergence

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

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

House Walkthrough 24 rendered input views from inside and outside

Space Carving Results: House Input Image (true scene) Reconstruction 370,000 voxels

Space Carving Results: House Input Image (true scene) Reconstruction 370,000 voxels

New View (true scene) Space Carving Results: House Reconstruction New View (true scene) Reconstruction Reconstruction (with new input view)

Other Features Coarse-to-fine Reconstruction Represent scene as octreeRepresent scene as octree Reconstruct low-res model first, then refineReconstruct low-res model first, then refineHardware-Acceleration Use texture-mapping to compute voxel projectionsUse texture-mapping to compute voxel projections Process voxels an entire plane at a timeProcess voxels an entire plane at a timeLimitations Need to acquire calibrated imagesNeed to acquire calibrated images Restriction to simple radiance modelsRestriction to simple radiance models Bias toward maximal (fat) reconstructionsBias toward maximal (fat) reconstructions Transparency not supportedTransparency not supported

Other Approaches Level-Set Methods [Faugeras & Keriven 1998] Evolve implicit function by solving PDE’sEvolve implicit function by solving PDE’s Transparency and Matting [Szeliski & Golland 1998] Compute voxels with alpha-channelCompute voxels with alpha-channel Max Flow/Min Cut [Roy & Cox 1998] Graph theoretic formulationGraph theoretic formulation Mesh-Based Stereo [Fua & Leclerc 95] Mesh-based but similar consistency formulationMesh-based but similar consistency formulation Virtualized Reality [Narayan, Rander, Kanade 1998] Perform stereo 3 images at a time, merge resultsPerform stereo 3 images at a time, merge results

Advantages of Voxels Non-parametricNon-parametric >can model arbitrary geometry >can model arbitrary topology Good reconstruction algorithmsGood reconstruction algorithms Good rendering algorithms (splatting, LDI)Good rendering algorithms (splatting, LDI)Disadvantages Expensive to process hi-res voxel gridsExpensive to process hi-res voxel grids Large number of parametersLarge number of parameters >Simple scenes (e.g., planes) require lots of voxels Conclusions

Volume Intersection Martin & Aggarwal, “Volumetric description of objects from multiple views”, Trans. Pattern Analysis and Machine Intelligence, 5(2), 1991, pp Martin & Aggarwal, “Volumetric description of objects from multiple views”, Trans. Pattern Analysis and Machine Intelligence, 5(2), 1991, pp Szeliski, “Rapid Octree Construction from Image Sequences”, Computer Vision, Graphics, and Image Processing: Image Understanding, 58(1), 1993, pp Szeliski, “Rapid Octree Construction from Image Sequences”, Computer Vision, Graphics, and Image Processing: Image Understanding, 58(1), 1993, pp Voxel Coloring and Space Carving Seitz & Dyer, “Photorealistic Scene Reconstruction by Voxel Coloring”, Proc. Computer Vision and Pattern Recognition (CVPR), 1997, pp Seitz & Dyer, “Photorealistic Scene Reconstruction by Voxel Coloring”, Proc. Computer Vision and Pattern Recognition (CVPR), 1997, pp Seitz & Kutulakos, “Plenoptic Image Editing”, Proc. Int. Conf. on Computer Vision (ICCV), 1998, pp Seitz & Kutulakos, “Plenoptic Image Editing”, Proc. Int. Conf. on Computer Vision (ICCV), 1998, pp Kutulakos & Seitz, “A Theory of Shape by Space Carving”, Proc. ICCV, 1998, pp Kutulakos & Seitz, “A Theory of Shape by Space Carving”, Proc. ICCV, 1998, pp Bibliography

Related References Faugeras & Keriven, “Variational principles, surface evolution, PDE's, level set methods and the stereo problem", IEEE Trans. on Image Processing, 7(3), 1998, pp Faugeras & Keriven, “Variational principles, surface evolution, PDE's, level set methods and the stereo problem", IEEE Trans. on Image Processing, 7(3), 1998, pp Szeliski & Golland, “Stereo Matching with Transparency and Matting”, Proc. Int. Conf. on Computer Vision (ICCV), 1998, Szeliski & Golland, “Stereo Matching with Transparency and Matting”, Proc. Int. Conf. on Computer Vision (ICCV), 1998, Roy & Cox, “A Maximum-Flow Formulation of the N-camera Stereo Correspondence Problem”, Proc. ICCV, 1998, pp Roy & Cox, “A Maximum-Flow Formulation of the N-camera Stereo Correspondence Problem”, Proc. ICCV, 1998, pp Fua & Leclerc, “Object-centered surface reconstruction: Combining multi-image stereo and shading", Int. Journal of Computer Vision, 16, 1995, pp Fua & Leclerc, “Object-centered surface reconstruction: Combining multi-image stereo and shading", Int. Journal of Computer Vision, 16, 1995, pp Narayanan, Rander, & Kanade, “Constructing Virtual Worlds Using Dense Stereo”, Proc. ICCV, 1998, pp Narayanan, Rander, & Kanade, “Constructing Virtual Worlds Using Dense Stereo”, Proc. ICCV, 1998, pp Bibliography