shape from contours and multiple stereo a hierarchical, mesh-based approach

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Shape from Contours and Multiple Stereo A Hierarchical, Mesh- Based Approach Hendrik Kück, Wolfgang Heidrich, Christian Vogelgsang

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Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach. Hendrik K ü ck, Wolfgang Heidrich, Christian Vogelgsang. The goal. The goal. Our approach. Perform reconstruction using Color Object’s silhouettes Create initial approximation based on silhouettes (Visual Hull) - PowerPoint PPT Presentation

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Page 1: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Shape from Contours and Multiple Stereo

A Hierarchical, Mesh-Based Approach

Hendrik Kück, Wolfgang Heidrich, Christian Vogelgsang

Page 2: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

The goalThe goal

Page 3: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

The goalThe goal

Page 4: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Our approachOur approach

• Perform reconstruction using• Color• Object’s silhouettes

1. Create initial approximation based on silhouettes (Visual Hull)

2. Improve mesh using color information within an optimization approach

• Perform reconstruction using• Color• Object’s silhouettes

1. Create initial approximation based on silhouettes (Visual Hull)

2. Improve mesh using color information within an optimization approach

Page 5: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Talk outlineTalk outline

• Image data & preprocessing• Visual Hull

• Definition• Computation as a triangle mesh

• Image based mesh optimization• Results

• Image data & preprocessing• Visual Hull

• Definition• Computation as a triangle mesh

• Image based mesh optimization• Results

Page 6: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Image data & preprocessingImage data & preprocessing

• Calibrated images

• Foreground/ background segmentation

• Calibrated images

• Foreground/ background segmentation

Page 7: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Shape from SilhouettesShape from Silhouettes

• Silhouette + camera information: Silhouette Cone

• Completely contains real object

• Silhouette + camera information: Silhouette Cone

• Completely contains real object

Page 8: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Shape from SilhouettesShape from Silhouettes

• Silhouette + camera information: Silhouette Cone

• Completely contains real object

• Silhouettes can have holes

• Silhouette + camera information: Silhouette Cone

• Completely contains real object

• Silhouettes can have holes

Page 9: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Visual HullVisual Hull

• Definition: Largest volume that produces the same silhouettes as the object

• Construction:Intersection of the silhouette cones

• Definition: Largest volume that produces the same silhouettes as the object

• Construction:Intersection of the silhouette cones

Page 10: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Visual HullVisual Hull

Page 11: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Computing the Visual HullComputing the Visual Hull

• Extract Visual Hull using Extended Marching Cubes algorithm(Kobbelt, Botsch, Schwanecke, Seidel, 2001)

• Vertices lie exactly on isosurface• Can preserve sharp discontinuities

• Requires signed directed distance functionD(VH,x,d)• Distance from x to VH surface along direction d• Positive, if x outside VH, negative if inside

• Extract Visual Hull using Extended Marching Cubes algorithm(Kobbelt, Botsch, Schwanecke, Seidel, 2001)

• Vertices lie exactly on isosurface• Can preserve sharp discontinuities

• Requires signed directed distance functionD(VH,x,d)• Distance from x to VH surface along direction d• Positive, if x outside VH, negative if inside

Page 12: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Computing the Visual HullComputing the Visual Hull

• D(VH,x,d) = D( SCi ,x,d) = maxi D(SCi ,x,d)

• D(SCi ,x,d) can be efficiently computed in image space

• D(VH,x,d) = D( SCi ,x,d) = maxi D(SCi ,x,d)

• D(SCi ,x,d) can be efficiently computed in image space

Page 13: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Computing the Visual HullComputing the Visual Hull

14000 triangles 1400 triangles

Page 14: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

The Optimization StageThe Optimization Stage

• Evolve triangle mesh into a shape that is• Consistent with color in the images• Consistent with silhouettes in images• Free from self-intersections• Smooth (low curvature)• Composed of well shaped triangles

• Evolve triangle mesh into a shape that is• Consistent with color in the images• Consistent with silhouettes in images• Free from self-intersections• Smooth (low curvature)• Composed of well shaped triangles

Page 15: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

OptimizationOptimization

• Only geometry is optimized, not topology

• 3 Nv degrees of freedom

• Global optimization hopeless Use local per-vertex optimizations

• Locally minimize energy function E(vi) using 3D Simplex Method

• Iterate over vertices

• Only geometry is optimized, not topology

• 3 Nv degrees of freedom

• Global optimization hopeless Use local per-vertex optimizations

• Locally minimize energy function E(vi) using 3D Simplex Method

• Iterate over vertices

Page 16: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Per Vertex Energy FunctionPer Vertex Energy Function

color

silhouette

triangle shape

local curvature

self penetration

Page 17: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Color consistencyColor consistency

• Assumption: Lambertian reflectance• Surface points appear the same from all

viewing directions• Points on the real surface will project

onto pixels of the same color in all images that see them

• Projecting images onto the mesh• If surface is consistent, the color from

different images will match• Color cost term color mismatch (L2 norm)

• Assumption: Lambertian reflectance• Surface points appear the same from all

viewing directions• Points on the real surface will project

onto pixels of the same color in all images that see them

• Projecting images onto the mesh• If surface is consistent, the color from

different images will match• Color cost term color mismatch (L2 norm)

Page 18: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Color consistencyColor consistency

• Use OpenGL for color projection• Projective texture

mapping

• And for determining visibility• Shadow mapping

• Use OpenGL for color projection• Projective texture

mapping

• And for determining visibility• Shadow mapping

v v

v v

Page 19: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Color consistencyColor consistency

• Set up orthographic view of triangle fan around vertex v• Choose scale

according to sampling rate in the images

• Render fan to get samples of color and occlusion, once for each (relevant) image

• Set up orthographic view of triangle fan around vertex v• Choose scale

according to sampling rate in the images

• Render fan to get samples of color and occlusion, once for each (relevant) image

Page 20: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Silhouette consistencySilhouette consistency

• No part of the geometry may project outside any silhouette (must stay inside the visual hull)

Strongly penalize distance outside Visual Hull¼ maxi ( distance outside silhouettes in image i )

• Geometry may be smaller than Visual Hull• Where color does not provide enough

information, use Visual Hull as fallback solution Slightly penalize distance inside Visual Hull

¼ mini ( distance inside silhouettes in image i )

• No part of the geometry may project outside any silhouette (must stay inside the visual hull)

Strongly penalize distance outside Visual Hull¼ maxi ( distance outside silhouettes in image i )

• Geometry may be smaller than Visual Hull• Where color does not provide enough

information, use Visual Hull as fallback solution Slightly penalize distance inside Visual Hull

¼ mini ( distance inside silhouettes in image i )

Page 21: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Silhouette consistencySilhouette consistency

• Encode distance from silhouette in alpha channel of OpenGL textures• Project onto triangle fan along with

color & visibility

• Encode distance from silhouette in alpha channel of OpenGL textures• Project onto triangle fan along with

color & visibility

Page 22: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Multi-Resolution OptimizationMulti-Resolution Optimization

• Local minima are a problem,especially when• Triangle size is small compared to

geometric error• Texture frequencies are high

compared to geometric error

• Solution: Perform optimization at multiple resolutions

• Local minima are a problem,especially when• Triangle size is small compared to

geometric error• Texture frequencies are high

compared to geometric error

• Solution: Perform optimization at multiple resolutions

Page 23: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Multi-Resolution OptimizationMulti-Resolution Optimization

• Start with low resolution Visual Hull mesh

• Start with low resolution Visual Hull mesh

Page 24: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Multi-Resolution OptimizationMulti-Resolution Optimization

• Start with low resolution Visual Hull mesh

• Optimize until convergence

• Start with low resolution Visual Hull mesh

• Optimize until convergence

Page 25: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Multi-Resolution OptimizationMulti-Resolution Optimization

• Start with low resolution Visual Hull mesh

• Optimize until convergence

• Subdivide & optimize more

• Start with low resolution Visual Hull mesh

• Optimize until convergence

• Subdivide & optimize more

Page 26: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Multi-Resolution OptimizationMulti-Resolution Optimization

• Start with low resolution Visual Hull mesh

• Optimize until convergence

• Subdivide & optimize more

• Do it again, …

• Start with low resolution Visual Hull mesh

• Optimize until convergence

• Subdivide & optimize more

• Do it again, …

Page 27: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Final ResultsFinal Results

before

Page 28: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Final ResultsFinal Results

before after

Page 29: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Final ResultsFinal Results

before after

Page 30: Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach

Thank you