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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
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Multi-view Dense Stereo
Calibrated images of Lambertian scene 3D model of scene
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Multi-view Dense Stereo
Two main approaches Volumetric Disparity (depth) map Volumetric
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Dense Stereo reconstruction problem:
Two main approaches Volumetric Disparity (depth) map Disparity-map
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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
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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
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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
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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
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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
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Volumetric Graph cuts (x) 1. Outer surface
2. Inner surface (at constant offset) (x) 3. Discretize middle volume 4. Assign photoconsistency cost to voxels
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Volumetric Graph cuts Source Sink
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Volumetric Graph cuts S cut 3D Surface S Cost of a cut (x) dS
Source [Boykov and Kolmogorov ICCV 2001] S S Sink
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Volumetric Graph cuts Minimum cut Minimal 3D Surface under photo-consistency metric Source [Boykov and Kolmogorov ICCV 2001] Sink
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Photo-consistency Occlusion 1. Get nearest point on outer surface
2. Use outer surface for occlusions 2. Discard occluded views
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Photo-consistency Occlusion Self occlusion
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Photo-consistency Occlusion Self occlusion
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Photo-consistency Occlusion
threshold on angle between normal and viewing direction threshold= ~60 N
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Photo-consistency Score Normalised cross correlation
Use all remaining cameras pair wise Average all NCC scores Score
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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
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Example
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Example - Visual Hull
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Example - Slice
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Example - Slice with graphcut
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Example – 3D
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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.
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(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.
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Protrusion problem
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Protrusion problem
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Graph wij = 4/3h2 * (i+j)/2 wb wb = h3 wij i j h SOURCE
[Boykov and Kolmogorov ICCV 2001] wb = h3 wij i j h
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Results Model House
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Results Model House – Visual Hull
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Results Model House
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Results Stone carving
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Results Haniwa
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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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