In this paper, we present an algorithm to combine edge information from stereo-deriveddepth maps with edges from the original intensity/color image to improve the contour detection in images of natural scenes. After ...
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ISBN:
(纸本)0769522238
In this paper, we present an algorithm to combine edge information from stereo-deriveddepth maps with edges from the original intensity/color image to improve the contour detection in images of natural scenes. After computing the disparity map, we generate a so-called "edge combination image", which relies on those edges of the original image that are also present in the stereo map. We describe an algorithm to identify corresponding intensity anddepth edges, which are usually slightly displaceddue to non-perfect stereo reconstruction. Our experiments demonstrate how the proposed edge combination approach can be used in conjunction with an active contours algorithm to achieve better segmentation results.
This paper describes an empirical investigation of departures from Lambert39;s law for rough and shiny surfaces. We commence by using a recently reported method to recover estimates of the surface radiance function ...
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ISBN:
(纸本)0769522238
This paper describes an empirical investigation of departures from Lambert's law for rough and shiny surfaces. We commence by using a recently reported method to recover estimates of the surface radiance function for objects illuminated in the viewer direction. This method is nonparametric, and offers the advantage that it is simple to use since it does not require detailed camera calibration. We compare the radiance data with a number of phenomenological and physics-based reflectance models. The models studied include those of Oren-Nayar Wolff anddifferent variants of the Beckmann model. The main conclusion of the study is that among these models the best fit to the empirical data is found to be the Wolff model for smooth objects and the modified Beckmann model for rough objects.
This paper presents a new acquisition method for 3d laser scanners that combines imaging, fast geometrical object tracking, and automatic pose estimation to register range profiles of freely moving objects. The method...
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ISBN:
(纸本)0769522238
This paper presents a new acquisition method for 3d laser scanners that combines imaging, fast geometrical object tracking, and automatic pose estimation to register range profiles of freely moving objects. The method was developed to solve the constraint of rigidity between free-moving objects and a 3d scanner while preserving the accuracy of the range measurements. Rigidity constraint imposes that a 3d scanner or any external positioning devices must be perfectly stable relative to the object during scanning. This is often impossible for moving structures such as when using scaffolding, industrial conveyers, or robotic arms. The method starts by creating a rough, partial, anddistorted estimate of the model of the object from an initial subset of sparse range data. Then, it recursively improves and refines the model by adding new range information. In parallel, real-time tracking of the object is performed to center the scan on the object. A high-resolution and accurate 3d model of a free-floating object, and real-time tracking of its position is obtained.
In this paper, we present an approach based on 2d slices for measuring similarity between 3d models. The key idea is to represent the 3d model by a series of slices along certain directions so that the shape-matching ...
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ISBN:
(纸本)0769522238
In this paper, we present an approach based on 2d slices for measuring similarity between 3d models. The key idea is to represent the 3d model by a series of slices along certain directions so that the shape-matching problem between 3d models is transformed into similarity measuring between 2d slices. Here, we have to deal with the following problems: selection of cutting directions, cutting methods, and similarity measuring. To solve these problems, some strategies and rules are proposed. Firstly, a maximum normal distribution method is presented to get three ortho-axes that coincide better with human visual perception mechanism. Secondly, a cutting method is given which can be used to get a series of slices composed of a set of closed polygons. Thirdly, on the basis of 3d shape distribution method presented by Robert et al., we develop a 2d shape distribution method to measure the similarity between the 2d slices. Some experiments are given in this paper to show the validity of this method for 3d model retrieval.
Volumetric methods based on implicit surfaces are commonly used in surface reconstruction from uniformly distributed sparse 3ddata. The case of non-uniform distributeddata has recently deserved more attention, becau...
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ISBN:
(纸本)0769522238
Volumetric methods based on implicit surfaces are commonly used in surface reconstruction from uniformly distributed sparse 3ddata. The case of non-uniform distributeddata has recently deserved more attention, because it occurs frequently in practice. This paper describes a volumetric approach to surface reconstruction from non-uniform data which is suitable for the reconstruction of surfaces from images, in particular from multiple views. differently from volumetric methods which use both 3d surface points and surface normals, the approach does not use the surface normals because they are often unreliable when estimated from image data. The method is based on a hierarchical partitioning of the volume data set. The working volume is split and classified at different scales of spatial resolution into surface, internal and external voxels and this hierarchy is described by an octree structure in a multiscale framework. The octree structure is used to build a multiresolution description of the surface by means of compact support radial basis functions (RBF). A hierarchy of surface approximations at different levels of details is built by representing the voxels at the same octree level as RBF of similar spatial support. At each scale, information related to the reconstruction error drives the reconstruction process at the following finer scale. Preliminary results on synthetic data and future perspectives are presented.
Interactive 3d modeling is the process of building a 3d model of an object or a scene in real-time while the 3d (range) data is acquired. This is possible only if the computational complexity of all involved algorithm...
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We consider the following data fusion problem. A 3d object with textured Lambertian surface is measured and independently photographed. A triangulated model of the object and two uncalibrated images are obtained. The ...
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ISBN:
(纸本)0769522238
We consider the following data fusion problem. A 3d object with textured Lambertian surface is measured and independently photographed. A triangulated model of the object and two uncalibrated images are obtained. The goal is to precisely register the images to the model. Solving this problem is necessary for building a geometrically accurate, photorealistic model from laser-scanned3ddata and high quality images. Recently, we have proposed a novel method that generalises the photo-consistency approach by Clarkson et al. [2] to the case of uncalibrated cameras, when both intrinsic and extrinsic parameters are unknown. This gives a user the freedom of taking the pictures by a conventional digital camera, from arbitrary positions and with varying zoom. The method is based on manual pre-registration followed by a genetic optimisation algorithm. A brief description of the pilot version of the method [8] has been given together with the results of a few initial tests. In this paper, we report on some new significant developments in this project. The critical issue of robustness against illumination changes is addressed and various colour representations and cost functions are tested and compared Natural constraints are introduced and experimentally validated to simplify the camera model and accelerate the algorithm. Finally, we present synthetic and real data with ground truth, apply the improved method to the data and measure the quality of the results.
In this paper we present a new color structured light technique based on a disordered codeword strategy. The aim of this method is to recover 3d information in moving scenes in such a way that the correspondence probl...
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ISBN:
(纸本)0769522238
In this paper we present a new color structured light technique based on a disordered codeword strategy. The aim of this method is to recover 3d information in moving scenes in such a way that the correspondence problem is easily and robustly solved. With this goal in mind a six-connectivity topology has been introduced in our pattern and color features have been inserted on it. Repetition anddisorder are allowed in the codeword which implies that the Hamming distance between contiguous codewords increases. As a consequence of that, code loss circumstances can be efficiently handled. Additionally, computational cost is the code recovering phase is highly reduced since codewords are defined (is sets. A structured light projection system has been built in our lab and a wide test under real moving conditions has been carried out. This experimentation has been performed on medium resolution and for slow movements specifications giving promising results.
Sonar profiling of the seabottom provide 3ddata sets that can cover huge survey areas with many gaps. This paper describes a multiresolution framework or visualization pipeline that is being optimized for dealing wit...
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ISBN:
(纸本)0769522238
Sonar profiling of the seabottom provide 3ddata sets that can cover huge survey areas with many gaps. This paper describes a multiresolution framework or visualization pipeline that is being optimized for dealing with such data, taking into account both the CPU time and the user interactivity. This paper describes the techniques employed: (a) the construction of a quadtree that allows to eliminate gaps by interpolating available 3ddata, (b) a first but coarse visualization at a high tree level in order to rapidly change or adjust the region of interest, and (c) a very efficient triangulation (mesh reduction) that allows for a fast interactivity even at the highest detail level. By using one single octree, all processing can be combined because (1) gaps can be filled by interpolation since they are smaller at higher tree levels, and (2) connected components can be projecteddown the tree and refined using the data available there. As a result, huge data sets can be visualized in near realtime on normally-sizeddiscrete grids using shading instead of wire-frames, and this enables a fast searching for objects in the seabottom. Real CPU times are presented for a real sonar data set which is visualized at a low resolution, showing the overall shape of the seabottom, and at a high resolution, showing a (semi-)buried pipeline. In order to detect an object at such a high resolution additional techniques are applied to the data: (a) an interslice interpolation in order to cope with the increaseddata sparseness and (b) a maximum-homogeneity filtering in order to cope with the decreased signal-to-noise-ratio. After the extraction of the pipeline a thinning technique is applied in order to be able to quantify its length.
This paper presents a hybrid (geometry- & image-based) technique suitable for providing interactive walkthroughs of large, complex outdoor scenes. Motion is restricted along a smooth predefined path and the input ...
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ISBN:
(纸本)0769522238
This paper presents a hybrid (geometry- & image-based) technique suitable for providing interactive walkthroughs of large, complex outdoor scenes. Motion is restricted along a smooth predefined path and the input to the system is a sparse set of stereoscopic views at certain points (key-positions) along that path (one view per position). An approximate local 3d model is constructed from each view, capable of capturing photometric and geometric properties of the scene only locally. Then during the rendering process, a continuous morphing (both photometric & geometric) takes place between successive local 3d models, using what we call a "morphable 3d-model". The morphing proceeds in a physically-valid way. For this reason, a wide-baseline image matching technique is proposed, handling cases where the wide baseline between the two images is mainly due to a looming of the camera. Our system can be extended in the event of multiple stereoscopic views (and therefore multiple local models) per key-position of the path (related by a camera rotation). In that case one local 3d-mosaic (per key-position) is constructed comprising all local 3d models therein and a "morphable 3d-mosaic" is usedduring the rendering process. A partial-differential equation is adopted to handle the problem of geometric consistency of each 3d-mosaic.
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