EECS 442 Computer vision. Announcements

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EECS 442 Computer vision Announcements Midterm released after class (at 5pm) You ll have 46 hours to solve it. it s take home; you can use your notes and the books no internet must work on it individually no collaborative solutions can ask general questions to GSIs Due by 3pm on Thursday in class Conversation hour tomorrow will used as an extra office hour.

EECS 442 Computer vision Volumetric stereo Definition Shape from Contours Shape from Shadows Voxel coloring

Traditional Stereo P p p O 1 O 2 Goal: estimate the position of P given the observation of P from two view points Assumptions: known camera parameters and position (K, R, T)

Traditional Stereo P p p O 1 O 2 Subgoals: 1. Solve the correspondence problem 2. Use corresponding observations to triangulate

Volumetric stereo Scene volume O O 2 1 1. Hypothesis: pick up a point within the volume 2. Project this point into 2 (or more) images 3. Validation: are the observations consistent? Assumptions: known camera parameters and position (K, R, T)

Consistency based on cues such as: - Contours/silhouettes - Shadows - Colors

Apparent contour DEFINITION: projection of the locus of points on the surface which separate the visible and occluded parts on the surface [sato & cipolla] apparent contour Camera Image

Silhouettes silhouette Image Camera

Why contours are interesting visual cues? Provide information in absence of other visual cues No texture No shading

Relatively easy to detect Why contours are interesting visual cues? Object Camera Image Easy contour segmentation

How can we use contours? Object Visual cone Image Object apparent contour Camera

How can we use contours? Object Camera Image Image object s contour Image object s contour Visual cone in 2D: Camera Image Object

View point 1 Object Object The views are calibrated Object estimate (visual hull) View point 2

how to perform visual cones intersection? decompose visual cone in polygonal surfaces (among others: Reed and Allen 99)

Using contours/silhouettes in volumetric stereo also called Space carving [ Martin and Aggarwal (1983) ] voxel

Computing visual hull in 2D

Computing visual hull in 2D

Computing visual hull in 2D

Computing visual hull in 2D Visual hull: an upper bound estimate Consistency: A voxel must be projected into a silhouette in each image

Space Carving has complexity O(N 3 ) Octrees (Szeliski 93) N N N

Complexity reduction: octrees 1 1 1

Complexity reduction: octrees Subdiving volume in voxels of progressive smaller size 2 2 2

Complexity reduction: octrees 4 4 4

Complexity reduction: 2D example 4 voxels analyzed

Complexity reduction: 2D example 16 voxels analyzed

Complexity reduction: 2D example 52 voxels analyzed

Complexity reduction: 2D example 16x34 voxels analyzed 1+ 4 + 16 + 52 + 34x16 = 617 voxels have been analyzed in total (rather than 32x32 = 1024)

Advantages of space carving Robust and simple No need to solve for correspondences

Limitations of space carving Accuracy function of number of views Not a good estimate What else?

Limitations of space carving Concavities are not modeled Concavity For 3D objects: Are all types of concavities problematic?

Limitations of space carving Concavities are not modeled Concavity Visual hull Laurentini (1995) Closest approximation (hyperbolic regions are ok) Conservative

Space carving: a classic setup Camera Object Courtesy of seitz & dyer Turntable

Space carving: a classic setup

Space carving: Experiments 24 poses (15 O ) voxel size = 2mm 6cm 10cm

Space carving: Experiments 30 cm 24 poses (15 O ) voxel size = 1mm

Space carving: Conclusions Robust Produce conservative estimates Concavities can be a problem Low-end commercial 3D scanners blue backdrop turntable

Contours in the computer vision literature Analyzing changes in apparent contours Giblin and Weiss (1987) Cipolla and Blake (1992) Vaillant and Faugeras (1992) Ponce ( 92), Zheng( 94) Furukawa et al. ( 05 ) Picture from of Sato & Cipolla

Volumetric stereo Definition Shape from Contours Shape from Shadows Voxel coloring

Self-shadows are visual cues for shape recovery Self-shadows indicate concavities (no modeled by contours)

Shape from shadow in the literature Shafer & Kanade ( 83) Hatzitheodorou & Kender ( 89) et al Hatzitheodorou & Kender ( 89) shape as a 2.5D terrains -- i.e. surface modeled as f(x) accurate shadow detection i.e. x b and x e

Shape from shadow in the literature Shafer & Kanade ( 83) Hatzitheodorou & Kender ( 89) et al Hatzitheodorou & Kender ( 89) shape as a 2.5D terrains -- i.e. surface modeled as f(x) Using shadows in volumetric stereo accurate shadow detection i.e. x b and x e

Shadow Carving Savarese et al 01 Self-shadows + Robust with respect to shadow estimates Object with arbitrary topology (no 2.5D terrains) Object s upper bound

Shadow carving: setup Object Light Camera Image Let s define a 2D model

2D slice model Object Light Camera Image

2D slice model Object Light From 3D to 2D Camera Image Object Image line Camera Light

The idea Object s upper bound Object Shadow Image line Camera Image shadow Light

The idea Object s upper bound Object Shadow Image line Camera Image shadow Light

The idea Object s upper bound Image line Object Shadow Camera Image shadow Light

The idea Object s upper bound Image line Object Shadow Camera Image shadow Light

The idea Object s upper bound Image line Object Shadow Camera Image shadow Light

The idea Object s upper bound Image line Object Shadow Camera Image shadow Light

The idea Reconstruction after 3 iterations

Algorithm: step k Camera Image Image line Light source Image shadow Upper-bound from step k-1 Object

Algorithm: step k Camera Image Image line dual image shadow Light source Image shadow? Upper-bound from step k-1 Object

Algorithm: step k Camera Image Image line dual image shadow Light source Image shadow? Object Upper-bound from step k-1 Consistency: A voxel must be projected into both image shadow and dual image shadow

What can we carve? Camera Image Image line light image shadow Light source Image shadow No further volume can be removed Upper-bound from step k-1 Carving process always conservative Proof of correctness Object

Algorithm: step k Camera Image Image line light image shadow Light source Image shadow Upper-bound from step k-1 Complexity? O(2N 3 ) Object

Shadow carving: the setup Camera Object Array of lights Turntable

Shadow carving: the setup Camera Object Array of lights Turntable

Experimental results

Simulating the system with 3D studio Max - 24 positions - 4 lights - 72 positions - 8 lights

- 24 positions - 4 lights - 72 positions - 8 lights

- 16 positions - 4 lights

Shadow carving: summary Produces a conservative volume estimate Accuracy depending on view point and light source number Limitations with specular & low albedo regions

Volumetric stereo Definition Shape from Contours Shape from Shadows Voxel coloring

Voxel Coloring Seitz & Dyer ( 97) R. Collins (Space Sweep, 96) color/photo-consistency Jointly model structure and appearance

Basic idea Is this voxel in or out? View1 View2 View3

Basic idea View1 View2 View3

Uniqueness Multiple consistent scenes Ijcv seitz & dyer

Uniqueness Multiple consistent scenes Ijcv seitz & dyer

Tractability N M colors N N Combinatorial number possible assignments! Exhaustive search not feasible Model occlusions! Use visibility constraint

The algorithm C

Algorithm complexity voxel coloring visits each N 3 voxels only once project each voxel into L images O(L N 3 ) NOTE: not function of the number of colors

Photoconsistency test = corr (, ) Image 1 Image 2 If < Thresh voxel consistent

A critical assumption: Lambertian surfaces I 1 (p) I 1 (p) = I 2 (p) I 2 (p)

Non Lambertian surfaces

Experimental results Dinosaur 72 k voxels colored 7.6 M voxels tested 7 min to compute on a 250MHz

Experimental results Flower 70 k voxels colored 7.6 M voxels tested 7 min to compute on a 250MHz

Room + weird people Experimental results

Voxel coloring: conclusions Good things: model intrinsic scene colors and texture no assumptions on scene topology

Voxel coloring: conclusions Good things: model intrinsic scene colors and texture no assumptions on scene topology Limitations: Constrained camera positions Lambertian assumption

space carving Space carving is a binary voxel coloring out in

Shadow carving Camera Light source ^ S no visibility constraint needed

Further contributions A Theory of Space Carving (Kutulakos & Seitz 99) Voxel coloring in more general framework No restrictions on camera position Probabilistic Space Carving (Broadhurst & Cipolla, ICCV 2001) (Bhotika, Kutulakos et. al, ECCV 2002)

Next lecture Affine Structure from Motion