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

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)

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

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  1. Shape from Contours and Multiple StereoA Hierarchical, Mesh-Based Approach Hendrik Kück, Wolfgang Heidrich, Christian Vogelgsang

  2. The goal

  3. The goal

  4. Our approach • Perform reconstruction using • Color • Object’s silhouettes • Create initial approximation based on silhouettes (Visual Hull) • Improve mesh using color information within an optimization approach

  5. Talk outline • Image data & preprocessing • Visual Hull • Definition • Computation as a triangle mesh • Image based mesh optimization • Results

  6. Calibrated images Foreground/ background segmentation Image data & preprocessing

  7. Silhouette + camera information: Silhouette Cone Completely contains real object Shape from Silhouettes

  8. Silhouette + camera information: Silhouette Cone Completely contains real object Silhouettes can have holes Shape from Silhouettes

  9. Visual Hull • Definition: Largest volume that produces the same silhouettes as the object • Construction:Intersection of the silhouette cones

  10. Visual Hull

  11. Computing 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

  12. Computing 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

  13. Computing the Visual Hull 14000 triangles 1400 triangles

  14. The 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

  15. Optimization • 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

  16. Per Vertex Energy Function color triangle shape self penetration silhouette local curvature

  17. Color 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)

  18. Use OpenGL for color projection Projective texture mapping And for determining visibility Shadow mapping Color consistency v v v v

  19. 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 Color consistency

  20. Silhouette 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 ¼mini ( distance inside silhouettes in image i )

  21. Silhouette consistency • Encode distance from silhouette in alpha channel of OpenGL textures • Project onto triangle fan along with color & visibility

  22. Multi-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

  23. Start with low resolution Visual Hull mesh Multi-Resolution Optimization

  24. Start with low resolution Visual Hull mesh Optimize until convergence Multi-Resolution Optimization

  25. Start with low resolution Visual Hull mesh Optimize until convergence Subdivide & optimize more Multi-Resolution Optimization

  26. Start with low resolution Visual Hull mesh Optimize until convergence Subdivide & optimize more Do it again, … Multi-Resolution Optimization

  27. Final Results before

  28. Final Results before after

  29. Final Results before after

  30. Thank you

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