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A 3-d surface reconstruction approach based on postnonlinear ICA model.

Photometric stereo technique deals with the reconstruction of three-dimensional (3-D) shape of an object by using several images of the same surface taken from the same viewpoint but under illuminations from different directions. In this paper, we propose a new photometric stereo scheme based on a new reflectance model and the postnonlinear (PNL) independent components analysis (ICA) method. The proposed nonlinear reflectance model consists of diffuse components and specular components for modeling the surface reflectance of a stereo object in an image. Unlike the previous approaches, these two components are not separated and processed individually in the proposed model. An unsupervised learning adaptation algorithm is developed to estimate the reflectance model based on image intensities. In this algorithm, the PNL ICA method is used to obtain the surface normal on each point of an image. Then, the 3-D surface model is reconstructed based on the estimated surface normal on each point of image by using the enforcing integrability method. Two experiments are performed to assess the performance of the proposed approach. We test our algorithm on synthetically generated images for the reconstruction of surface of objects and on a number of real images captured from the Yale Face Database B. These testing images contain variability due to illumination and varying albedo in each point of surface of human faces. All the experimental results are compared to those of the existing photometric stereo approaches tested on the same images. The results clearly indicate the superiority of the proposed nonlinear reflectance model over the conventional Lambertian model and the other linear hybrid reflectance model.

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Depth estimation and image restoration using defocused stereo pairs.

We propose a method for estimating depth from images captured with a real aperture camera by fusing defocus and stereo cues. The idea is to use stereo-based constraints in conjunction with defocusing to obtain improved estimates of depth over those of stereo or defocus alone. The depth map as well as the original image of the scene are modeled as Markov random fields with a smoothness prior, and their estimates are obtained by minimizing a suitable energy function using simulated annealing. The main advantage of the proposed method, despite being computationally less efficient than the standard stereo or DFD method, is simultaneous recovery of depth as well as space-variant restoration of the original focused image of the scene.

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Stereo reconstruction from multiperspective panoramas.

A new approach to computing a panoramic (360 degrees) depth map is presented in this paper. Our approach uses a large collection of images taken by a camera whose motion has been constrained to planar concentric circles. We resample regular perspective images to produce a set of multiperspective panoramas and then compute depth maps directly from these resampled panoramas. Our panoramas sample uniformly in three dimensions: rotation angle, inverse radial distance, and vertical elevation. The use of multiperspective panoramas eliminates the limited overlap present in the original input images and, thus, problems as in conventional multibaseline stereo can be avoided. Our approach differs from stereo matching of single-perspective panoramic images taken from different locations, where the epipolar constraints are sine curves. For our multiperspective panoramas, the epipolar geometry, to the first order approximation, consists of horizontal lines. Therefore, any traditional stereo algorithm can be applied to multiperspective panoramas with little modification. In this paper, we describe two reconstruction algorithms. The first is a cylinder sweep algorithm that uses a small number of resampled multiperspective panoramas to obtain dense 3D reconstruction. The second algorithm, in contrast, uses a large number of multiperspective panoramas and takes advantage of the approximate horizontal epipolar geometry inherent in multiperspective panoramas. It comprises a novel and efficient 1D multibaseline matching technique, followed by tensor voting to extract the depth surface. Experiments show that our algorithms are capable of producing comparable high quality depth maps which can be used for applications such as view interpolation.

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Generalized parallel-perspective stereo mosaics from airborne video.

In this paper, we present a new method for automatically and efficiently generating stereoscopic mosaics by seamless registration of images collected by a video camera mounted on an airborne platform. Using a parallel-perspective representation, a pair of geometrically registered stereo mosaics can be precisely constructed under quite general motion. A novel parallel ray interpolation for stereo mosaicing (PRISM) approach is proposed to make stereo mosaics seamless in the presence of obvious motion parallax and for rather arbitrary scenes. Parallel-perspective stereo mosaics generated with the PRISM method have better depth resolution than perspective stereo due to the adaptive baseline geometry. Moreover, unlike previous results showing that parallel-perspective stereo has a constant depth error, we conclude that the depth estimation error of stereo mosaics is in fact a linear function of the absolute depths of a scene. Experimental results on long video sequences are given.

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From FNS to HEIV: a link between two vision parameter estimation methods.

Problems requiring accurate determination of parameters from image-based quantities arise often in computer vision. Two recent, independently developed frameworks for estimating such parameters are the FNS and HEIV schemes. Here, it is shown that FNS and a core version of HEIV are essentially equivalent, solving a common underlying equation via different means. The analysis is driven by the search for a nondegenerate form of a certain generalized eigenvalue problem and effectively leads to a new derivation of the relevant case of the HEIV algorithm. This work may be seen as an extension of previous efforts to rationalize and interrelate a spectrum of estimators, including the renormalization method of Kanatani and the normalized eight-point method of Hartley.

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Sampling the disparity space image.

A central issue in stereo algorithm design is the choice of matching cost. Many algorithms simply use squared or absolute intensity differences based on integer disparity steps. In this paper, we address potential problems with such approaches. We begin with a careful analysis of the properties of the continuous disparity space image (DSI) and propose several new matching cost variants based on symmetrically matching interpolated image signals. Using stereo images with ground truth, we empirically evaluate the performance of the different cost variants and show that proper sampling can yield improved matching performance.

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Invariant fitting of two view geometry.

This paper describes an extension of Bookstein's and Sampson's methods, for fitting conics, to the determination of epipolar geometry, both in the calibrated case, where the Essential matrix E is to be determined or in the uncalibrated case, where we seek the fundamental matrix F. We desire that the fitting of the relation be invariant to Euclidean transformations of the image, and show that there is only one suitable normalization of the coefficients and that this normalization gives rise to a quadratic form allowing eigenvector methods to be used to find E or F, or an arbitrary homography H. The resulting method has the advantage that it exhibits the improved stability of previous methods for estimating the epipolar geometry, such as the preconditioning method of Hartley, while also being invariant to equiform transformations.

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Surfaces with occlusions from layered stereo.

We propose a new binocular stereo algorithm that estimates scene structure as a collection of smooth surface patches. The disparities within each patch are modeled by a continuous-valued spline, while the extent of each patch is represented via a pixelwise partitioning of the images. Disparities and extents are alternately estimated in an iterative, energy minimization framework. Experimental results demonstrate that, for scenes consisting of smooth surfaces, the proposed algorithm significantly improves upon the state of the art.

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An experimental comparison of min-cut/max-flow algorithms for energy minimization in vision.

After [15], [31], [19], [8], [25], [5], minimum cut/maximum flow algorithms on graphs emerged as an increasingly useful tool for exact or approximate energy minimization in low-level vision. The combinatorial optimization literature provides many min-cut/max-flow algorithms with different polynomial time complexity. Their practical efficiency, however, has to date been studied mainly outside the scope of computer vision. The goal of this paper is to provide an experimental comparison of the efficiency of min-cut/max flow algorithms for applications in vision. We compare the running times of several standard algorithms, as well as a new algorithm that we have recently developed. The algorithms we study include both Goldberg-Tarjan style "push-relabel" methods and algorithms based on Ford-Fulkerson style "augmenting paths." We benchmark these algorithms on a number of typical graphs in the contexts of image restoration, stereo, and segmentation. In many cases, our new algorithm works several times faster than any of the other methods, making near real-time performance possible. An implementation of our max-flow/min-cut algorithm is available upon request for research purposes.

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Fast unambiguous stereo matching using reliability-based dynamic programming.

An efficient unambiguous stereo matching technique is presented in this paper. Our main contribution is to introduce a new reliability measure to dynamic programming approaches in general. For stereo vision application, the reliability of a proposed match on a scanline is defined as the cost difference between the globally best disparity assignment that includes the match and the globally best assignment that does not include the match. A reliability-based dynamic programming algorithm is derived accordingly, which can selectively assign disparities to pixels when the corresponding reliabilities exceed a given threshold. The experimental results show that the new approach can produce dense (> 70 percent of the unoccluded pixels) and reliable (error rate < 0.5 percent) matches efficiently (< 0.2 sec on a 2GHz P4) for the four Middlebury stereo data sets.

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Alignment of continuous video onto 3D point clouds.

We propose a general framework for aligning continuous (oblique) video onto 3D sensor data. We align a point cloud computed from the video onto the point cloud directly obtained from a 3D sensor. This is in contrast to existing techniques where the 2D images are aligned to a 3D model derived from the 3D sensor data. Using point clouds enables the alignment for scenes full of objects that are difficult to model; for example, trees. To compute 3D point clouds from video, motion stereo is used along with a state-of-the-art algorithm for camera pose estimation. Our experiments with real data demonstrate the advantages of the proposed registration algorithm for texturing models in large-scale semiurban environments. The capability to align video before a 3D model is built from the 3D sensor data offers new practical opportunities for 3D modeling. We introduce a novel modeling-through-registration approach that fuses 3D information from both the 3D sensor and the video. Initial experiments with real data illustrate the potential of the proposed approach.

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Example-based photometric stereo: shape reconstruction with general, varying BRDFs.

This paper presents a technique for computing the geometry of objects with general reflectance properties from images. For surfaces with varying material properties, a full segmentation into different material types is also computed. It is assumed that the camera viewpoint is fixed, but the illumination varies over the input sequence. It is also assumed that one or more example objects with similar materials and known geometry are imaged under the same illumination conditions. Unlike most previous work in shape reconstruction, this technique can handle objects with arbitrary and spatially-varying BRDFs. Furthermore, the approach works for arbitrary distant and unknown lighting environments. Finally, almost no calibration is needed, making the approach exceptionally simple to apply.

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Generalizing Swendsen-Wang to sampling arbitrary posterior probabilities.

Many vision tasks can be formulated as graph partition problems that minimize energy functions. For such problems, the Gibbs sampler provides a general solution but is very slow, while other methods, such as Ncut and graph cuts are computationally effective but only work for specific energy forms and are not generally applicable. In this paper, we present a new inference algorithm that generalizes the Swendsen-Wang method to arbitrary probabilities defined on graph partitions. We begin by computing graph edge weights, based on local image features. Then, the algorithm iterates two steps. 1) Graph clustering: It forms connected components by cutting the edges probabilistically based on their weights. 2) Graph relabeling: It selects one connected component and flips probabilistically, the coloring of all vertices in the component simultaneously. Thus, it realizes the split, merge, and regrouping of a "chunk" of the graph, in contrast to Gibbs sampler that flips a single vertex. We prove that this algorithm simulates ergodic and reversible Markov chain jumps in the space of graph partitions and is applicable to arbitrary posterior probabilities or energy functions defined on graphs. We demonstrate the algorithm on two typical problems in computer vision--image segmentation and stereo vision. Experimentally, we show that it is 100-400 times faster in CPU time than the classical Gibbs sampler and 20-40 times faster then the DDMCMC segmentation algorithm. For stereo, we compare performance with graph cuts and belief propagation. We also show that our algorithm can automatically infer generative models and obtain satisfactory results (better than the graphic cuts or belief propagation) in the same amount of time.

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Spacetime stereo: a unifying framework for depth from triangulation.

Depth from triangulation has traditionally been investigated in a number of independent threads of research, with methods such as stereo, laser scanning, and coded structured light considered separately. In this paper, we propose a common framework called spacetime stereo that unifies and generalizes many of these previous methods. To show the practical utility of the framework, we develop two new algorithms for depth estimation: depth from unstructured illumination change and depth estimation in dynamic scenes. Based on our analysis, we show that methods derived from the spacetime stereo framework can be used to recover depth in situations in which existing methods perform poorly.

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Using geometric constraints through parallelepipeds for calibration and 3D modeling.

This paper concerns the incorporation of geometric information in camera calibration and 3D modeling. Using geometric constraints enables more stable results and allows us to perform tasks with fewer images. Our approach is motivated and developed within a framework of semi-automatic 3D modeling, where the user defines geometric primitives and constraints between them. It is based on the observation that constraints, such as coplanarity, parallelism, or orthogonality, are often embedded intuitively in parallelepipeds. Moreover, parallelepipeds are easy to delineate by a user and are well adapted to model the main structure of, e.g., architectural scenes. In this paper, first a duality that exists between the shape parameters of a parallelepiped and the intrinsic parameters of a camera is described. Then, a factorization-based algorithm exploiting this relation is developed. Using images of parallelepipeds, it allows us to simultaneously calibrate cameras, recover shapes of parallelepipeds, and estimate the relative pose of all entities. Besides geometric constraints expressed via parallelepipeds, our approach simultaneously takes into account the usual self-calibration constraints on cameras. The proposed algorithm is completed by a study of the singular cases of the calibration method. A complete method for the reconstruction of scene primitives that are not modeled by parallelepipeds is also briefly described. The proposed methods are validated by various experiments with real and simulated data, for single-view as well as multiview cases.

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A quasi-dense approach to surface reconstruction from uncalibrated images.

This paper proposes a quasi-dense approach to 3D surface model acquisition from uncalibrated images. First, correspondence information and geometry are computed based on new quasi-dense point features that are resampled subpixel points from a disparity map. The quasi-dense approach gives more robust and accurate geometry estimations than the standard sparse approach. The robustness is measured as the success rate of full automatic geometry estimation with all involved parameters fixed. The accuracy is measured by a fast gauge-free uncertainty estimation algorithm. The quasi-dense approach also works for more largely separated images than the sparse approach, therefore, it requires fewer images for modeling. More importantly, the quasidense approach delivers a high density of reconstructed 3D points on which a surface representation can be reconstructed. This fills the gap of insufficiency of the sparse approach for surface reconstruction, essential for modeling and visualization applications. Second, surface reconstruction methods from the given quasi-dense geometry are also developed. The algorithm optimizes new unified functionals integrating both 3D quasi-dense points and 2D image information, including silhouettes. Combining both 3D data and 2D images is more robust than the existing methods using only 2D information or only 3D data. An efficient bounded regularization method is proposed to implement the surface evolution by level-set methods. Its properties are discussed and proven for some cases. As a whole, a complete automatic and practical system of 3D modeling from raw images captured by hand-held cameras to surface representation is proposed. Extensive experiments demonstrate the superior performance of the quasi-dense approach with respect to the standard sparse approach in robustness, accuracy, and applicability.

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Adaptively merging large-scale range data with reflectance properties.

In this paper, we tackle the problem of geometric and photometric modeling of large intricately shaped objects. Typical target objects we consider are cultural heritage objects. When constructing models of such objects, we are faced with several important issues that have not been addressed in the past-issues that mainly arise due to the large amount of data that has to be handled. We propose two novel approaches to efficiently handle such large amounts of data: A highly adaptive algorithm for merging range images and an adaptive nearest-neighbor search to be used with the algorithm. We construct an integrated mesh model of the target object in adaptive resolution, taking into account the geometric and/or photometric attributes associated with the range images. We use surface curvature for the geometric attributes and (laser) reflectance values for the photometric attributes. This adaptive merging framework leads to a significant reduction in the necessary amount of computational resources. Furthermore, the resulting adaptive mesh models can be of great use for applications such as texture mapping, as we will briefly demonstrate. Additionally, we propose an additional test for the k-d tree nearest-neighbor search algorithm. Our approach successfully omits back-tracking, which is controlled adaptively depending on the distance to the nearest neighbor. Since the main consumption of computational cost lies in the nearest-neighbor search, the proposed algorithm leads to a significant speed-up of the whole merging process. In this paper, we present the theories and algorithms of our approaches with pseudo code and apply them to several real objects, including large-scale cultural assets.

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Three-dimensional scene flow.

Just as optical flow is the two-dimensional motion of points in an image, scene flow is the three-dimensional motion of points in the world. The fundamental difficulty with optical flow is that only the normal flow can be computed directly from the image measurements, without some form of smoothing or regularization. In this paper, we begin by showing that the same fundamental limitation applies to scene flow; however, many cameras are used to image the scene. There are then two choices when computing scene flow: 1) perform the regularization in the images or 2) perform the regularization on the surface of the object in the scene. In this paper, we choose to compute scene flow using regularization in the images. We describe three algorithms, the first two for computing scene flow from optical flows and the third for constraining scene tructure from the inconsistencies in multiple optical flows.

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