共查询到20条相似文献,搜索用时 31 毫秒
1.
We present a system that automatically recovers scene geometry and illumination from a video, providing a basis for various applications. Previous image based illumination estimation methods require either user interaction or external information in the form of a database. We adopt structure-from-motion and multi-view stereo for initial scene reconstruction, and then estimate an environment map represented by spherical harmonics (as these perform better than other bases). We also demonstrate several video editing applications that exploit the recovered geometry and illumination, including object insertion (e.g., for augmented reality), shadow detection, and video relighting. 相似文献
2.
We present a practical method for acquisition of shape and plausible appearance of reflective and translucent objects for realistic rendering and relighting applications. Such objects are extremely challenging to scan with existing capture setups, and have previously required complex lightstage hardware emitting continuous illumination. We instead employ a practical capture setup consisting of a set of desktop LCD screens to illuminate such objects with piece-wise continuous illumination for acquisition. We employ phase-shifted sinusoidal illumination for novel estimation of high quality photometric normals and transmission vector along with diffuse-specular separated reflectance/transmission maps for realistic relighting. We further employ neural in-painting to fill gaps in our measurements caused by gaps in screen illumination, and a novel NeuS-based neural rendering that combines these shape and reflectance maps acquired from multiple viewpoints for high-quality 3D surface geometry reconstruction along with plausible realistic rendering of complex light transport in such objects. 相似文献
3.
Person re-identification receives increasing attentions in computer vision due to its potential applications in video surveillance. In order to alleviate wrong matches caused by misalignment or missing features among cameras, we propose to learn a multi-view gallery of frequently appearing objects in a relatively closed environment. The gallery contains appearance models of these objects from different cameras and viewpoints. The strength of the learned appearance models lies in that they are invariant to viewpoint and illumination changes. To automatically estimate the number of frequently appearing objects in the environment and update their appearance models online, we propose a dynamic gallery learning algorithm. We specifically build up two datasets to validate the effectiveness of our approach in realistic scenarios. Comparisons with benchmark methods demonstrate promising performance in accuracy and efficiency of re-identification. 相似文献
4.
提出一种根据用户指定的人体运动和观察视角生成真实感视频的方法.首先采集演员进行少数基本运动时的多视角视频数据库,并使用无标记运动捕捉的方法获得任意时刻人体对应的骨骼和3D模型.其次,用户对人体骨架指定运动并设定视角,以此定义目标视频.实验结果验证了文中方法能够利用有限的数据库合成演员在用户指定运动和视角下的真实感视频. 相似文献
5.
新的多视点视频编码优化算法 总被引:2,自引:0,他引:2
分析研究了多视点视频编码中的TZSearch算法的性能与不足,并针对平行摄像机采集的多视点视频序列,提出一种新的多视点视频编码优化算法。主要从搜索模型选取、搜索策略、自适应阈值设置三个方面进行算法优化,以减少算法计算复杂度。在多视点视频软件测试平台——JMVC4.0上进行验证,结果表明:在保证重建视频质量在容忍度内,同时编码开销可控的前提下,优化算法与原始算法相比,算法平均编码时间减少75%左右,大大提高了编码的实时性。 相似文献
6.
Jean Mélou Yvain Quéau Jean-Denis Durou Fabien Castan Daniel Cremers 《Journal of Mathematical Imaging and Vision》2018,60(9):1527-1546
We tackle the problem of reflectance estimation from a set of multi-view images, assuming known geometry. The approach we put forward turns the input images into reflectance maps, through a robust variational method. The variational model comprises an image-driven fidelity term and a term which enforces consistency of the reflectance estimates with respect to each view. If illumination is fixed across the views, then reflectance estimation remains under-constrained: A regularization term, which ensures piecewise-smoothness of the reflectance, is thus used. Reflectance is parameterized in the image domain, rather than on the surface, which makes the numerical solution much easier, by resorting to an alternating majorization–minimization approach. Experiments on both synthetic and real-world datasets are carried out to validate the proposed strategy. 相似文献
7.
Cabral M Bonneel N Lefebvre S Drettakis G 《IEEE transactions on visualization and computer graphics》2011,17(10):1459-1474
We present an image-based approach to relighting photographs of tree canopies. Our goal is to minimize capture overhead; thus the only input required is a set of photographs of the tree taken at a single time of day, while allowing relighting at any other time. We first analyze lighting in a tree canopy both theoretically and using simulations. From this analysis, we observe that tree canopy lighting is similar to volumetric illumination. We assume a single-scattering volumetric lighting model for tree canopies, and diffuse leaf reflectance; we validate our assumptions with synthetic renderings. We create a volumetric representation of the tree from 10-12 images taken at a single time of day and use a single-scattering participating media lighting model. An analytical sun and sky illumination model provides consistent representation of lighting for the captured input and unknown target times. We relight the input image by applying a ratio of the target and input time lighting representations. We compute this representation efficiently by simultaneously coding transmittance from the sky and to the eye in spherical harmonics. We validate our method by relighting images of synthetic trees and comparing to path-traced solutions. We also present results for photographs, validating with time-lapse ground truth sequences. 相似文献
8.
Christian Theobalt Joel Carranza Marcus A. Magnor Hans-Peter Seidel 《Graphical Models》2004,66(6):333-351
In recent years, the convergence of computer vision and computer graphics has put forth a new field of research that focuses on the reconstruction of real-world scenes from video streams. To make immersive 3D video reality, the whole pipeline spanning from scene acquisition over 3D video reconstruction to real-time rendering needs to be researched. In this paper, we describe latest advancements of our system to record, reconstruct and render free-viewpoint videos of human actors. We apply a silhouette-based non-intrusive motion capture algorithm making use of a 3D human body model to estimate the actor’s parameters of motion from multi-view video streams. A renderer plays back the acquired motion sequence in real-time from any arbitrary perspective. Photo-realistic physical appearance of the moving actor is obtained by generating time-varying multi-view textures from video. This work shows how the motion capture sub-system can be enhanced by incorporating texture information from the input video streams into the tracking process. 3D motion fields are reconstructed from optical flow that are used in combination with silhouette matching to estimate pose parameters. We demonstrate that a high visual quality can be achieved with the proposed approach and validate the enhancements caused by the the motion field step. 相似文献
9.
《Neural Networks, IEEE Transactions on》2009,20(12):1987-1993
10.
Systems for the creation of photorealistic models using range scans and digital photographs are becoming increasingly popular
in a wide range of fields, from reverse engineering to cultural heritage preservation. These systems employ a range finder
to acquire the geometry information and a digital camera to measure color detail. But bringing together a set of range scans
and color images to produce an accurate and usable model is still an area of research with many unsolved problems. In this
paper we address the problem of how to build illumination coherent integrated texture maps from images that were taken under
different illumination conditions. To achieve this we present two different solutions. The first one is to align all the images
to the same illumination, for which we have developed a technique that computes a relighting operator over the area of overlap
of a pair of images that we then use to relight the entire image. Our proposed method can handle images with shadows and can
effectively remove the shadows from the image, if required. The second technique uses the ratio of two images to factor out
the diffuse reflectance of an image from its illumination. We do this without any light measuring device. By computing the
actual reflectance we remove from the images any effects of the illumination, allowing us to create new renderings under novel
illumination conditions. 相似文献
11.
Martin Fuchs Hendrik P. A. Lensch Volker Blanz Hans-Peter Seidel 《Computer Graphics Forum》2007,26(3):447-456
Captured reflectance fields tend to provide a relatively coarse sampling of the incident light directions. As a result, sharp illumination features, such as highlights or shadow boundaries, are poorly reconstructed during relighting; highlights are disconnected, and shadows show banding artefacts. In this paper, we propose a novel interpolation technique for 4D reflectance fields that reconstructs plausible images even for non-observed light directions. Given a sparsely sampled reflectance field, we can effectively synthesize images as they would have been obtained from denser sampling. The processing pipeline consists of three steps: (1) segmentation of regions where intermediate lighting cannot be obtained by blending, (2) appropriate flow algorithms for highlights and shadows, plus (3) a final reconstruction technique that uses image-based priors to faithfully correct errors that might be introduced by the segmentation or flow step. The algorithm reliably reproduces scenes that contain specular highlights, interreflections, shadows or caustics. 相似文献
12.
Interactive virtual relighting of real scenes 总被引:2,自引:0,他引:2
Loscos C. Drettakis G. Robert L. 《IEEE transactions on visualization and computer graphics》2000,6(4):289-305
Computer augmented reality (CAR) is a rapidly emerging field which enables users to mix real and virtual worlds. Our goal is to provide interactive tools to perform common illumination, i.e., light interactions between real and virtual objects, including shadows and relighting (real and virtual light source modification). In particular, we concentrate on virtually modifying real light source intensities and inserting virtual lights and objects into a real scene; such changes can be very useful for virtual lighting design and prototyping. To achieve this, we present a three-step method. We first reconstruct a simplified representation of real scene geometry using semiautomatic vision-based techniques. With the simplified geometry, and by adapting recent hierarchical radiosity algorithms, we construct an approximation of real scene light exchanges. We next perform a preprocessing step, based on the radiosity system, to create unoccluded illumination textures. These replace the original scene textures which contained real light effects such as shadows from real lights. This texture is then modulated by a ratio of the radiosity (which can be changed) over a display factor which corresponds to the radiosity for which occlusion has been ignored. Since our goal is to achieve a convincing relighting effect, rather than an accurate solution, we present a heuristic correction process which results in visually plausible renderings. Finally, we perform an interactive process to compute new illumination with modified real and virtual light intensities 相似文献
13.
3D video billboard clouds reconstruct and represent a dynamic three-dimensional scene using displacement-mapped billboards. They consist of geometric proxy planes augmented with detailed displacement maps and combine the generality of geometry-based 3D video with the regularization properties of image-based 3D video. 3D video billboards are an image-based representation placed in the disparity space of the acquisition cameras and thus provide a regular sampling of the scene with a uniform error model. We propose a general geometry filtering framework which generates time-coherent models and removes reconstruction and quantization noise as well as calibration errors. This replaces the complex and time-consuming sub-pixel matching process in stereo reconstruction with a bilateral filter. Rendering is performed using a GPU-accelerated algorithm which generates consistent view-dependent geometry and textures for each individual frame. In addition, we present a semi-automatic approach for modeling dynamic three-dimensional scenes with a set of multiple 3D video billboards clouds. 相似文献
14.
Jonas Unger Joel Kronander Per Larsson Stefan Gustavson Joakim Löw Anders Ynnerman 《Computers & Graphics》2013,37(7):923-934
Illumination is one of the key components in the creation of realistic renderings of scenes containing virtual objects. In this paper, we present a set of novel algorithms and data structures for visualization, processing and rendering with real world lighting conditions captured using High Dynamic Range (HDR) video. The presented algorithms enable rapid construction of general and editable representations of the lighting environment, as well as extraction and fitting of sampled reflectance to parametric BRDF models. For efficient representation and rendering of the sampled lighting environment function, we consider an adaptive (2D/4D) data structure for storage of light field data on proxy geometry describing the scene. To demonstrate the usefulness of the algorithms, they are presented in the context of a fully integrated framework for spatially varying image based lighting. We show reconstructions of example scenes and resulting production quality renderings of virtual furniture with spatially varying real world illumination including occlusions. 相似文献
15.
基于多视几何原理来恢复和重建随时间变化的三维柔性物体是当前计算机视觉和三维扫描领域的研究热点之一,本文利用主动式标记点方法,提出并实现了在三维模型指导下鲁棒地从多视点视频中恢复和重建三维脚型的方法.它首先基于传统立体视觉方法重建出参考帧中的三维脚模型,然后在此基础上,通过构建三维模型顶点运动投影的速度矢量场来建立相邻帧... 相似文献
16.
Three-dimensional morphable model (3DMM) is a powerful tool for recovering 3D shape and texture from a single facial image. The success of 3DMM relies on two things: an effective optimization strategy and a realistic approach to synthesizing face images. However, most previous methods have focused on developing an optimization strategy under Phong’s synthesis approach. In this paper, we adopt a more realistic synthesis technique that fully considers illumination and reflectance in the 3DMM fitting process. Using the sphere harmonic illumination model (SHIM), our new synthesis approach can account for more lighting factors than Phong’s model. Spatially varying specular reflectance is also introduced into the synthesis process. Under SHIM, the cost function is nearly linear for all parameters, which simplifies the optimization. We apply our new optimization algorithm to determine the shape and texture parameters simultaneously. The accuracy of the recovered shape and texture can be improved significantly by considering the spatially varying specular reflectance. Hence, our algorithm produces an enhanced shape and texture compared with previous SHIM-based methods that recover shape from feature points. Although we use just a single input image in a profile pose, our approach gives plausible results. Experiments on a well-known image database show that, compared to state-of-the-art methods based on Phong’s model, the proposed approach enhances the robustness of the 3DMM fitting results under extreme lighting and profile pose. 相似文献
17.
多视点视频编码方法除需具有较高编码效率外,还必须支持视点或时间的随机访问、低延时编解码、视点可分级等性能.多视点视频信号的时间、视点间相关性随相机密度、光照、对象运动等因素不同而变化.文中提出基于多视点视频信号相关性分析的多模式多视点视频编码方法,改变传统单一预测模式的多视点编码结构,将多种性能优良的预测编码模式有机结合,根据多视点视频相关性分析灵活选择合适的预测编码模式,以获得优异的编码综合性能.实验结果表明,所提出的多模式多视点视频编码方法在保证高压缩效率的前提下,可进一步降低复杂度,提高随机访问性能. 相似文献
18.
Tianyu Su Ashkan Sobhani Abdulsalam Yassine Shervin Shirmohammadi Abbas Javadtalab 《Journal of Real-Time Image Processing》2016,12(2):329-342
Recent advancement in cameras and image processing technology has generated a paradigm shift from traditional 2D and 3D video to multi-view video (MVV) technology, while at the same time improving video quality and compression through standards such as high efficiency video coding (HEVC). In multi-view, cameras are placed in predetermined positions to capture the video from various views. Delivering such views with high quality over the Internet is a challenging prospect, as MVV traffic is several times larger than traditional video, since it consists of multiple video sequences, each captured from a different angle, requiring more bandwidth than single-view video to transmit MVV. In addition, the Internet is known to be prone to packet loss, delay, and bandwidth variation, which adversely affect MVV transmission. Another challenge is that end users’ devices have different capabilities in terms of computing power, display, and access link capacity, requiring MVV to be adapted to each user’s context. In this paper, we propose an HEVC multi-view system using Dynamic Adaptive Streaming over HTTP to overcome the above-mentioned challenges. Our system uses an adaptive mechanism to adjust the video bit rate to the variations of bandwidth in best effort networks. We also propose a novel scalable way for the multi-view video and depth content for 3D video in terms of the number of transmitted views. Our objective measurements show that our method of transmitting MVV content can maximize the perceptual quality of virtual views after the rendering and hence increase the user’s quality of experience. 相似文献
19.
Shadow removal for videos is an important and challenging vision task. In this paper, we present a novel shadow removal approach for videos captured by free moving cameras using illumination transfer optimization. We first detect the shadows of the input video using interactive fast video matting. Then, based on the shadow detection results, we decompose the input video into overlapped 2D patches, and find the coherent correspondences between the shadow and non‐shadow patches via discrete optimization technique built on the patch similarity metric. We finally remove the shadows of the input video sequences using an optimized illumination transfer method, which reasonably recovers the illumination information of the shadow regions and produces spatio‐temporal shadow‐free videos. We also process the shadow boundaries to make the transition between shadow and non‐shadow regions smooth. Compared with previous works, our method can handle videos captured by free moving cameras and achieve better shadow removal results. We validate the effectiveness of the proposed algorithm via a variety of experiments. 相似文献
20.
Egocentric视频具有目标运动剧烈、遮挡频繁、目标尺度差异明显及视角时变性强的特点,给目标跟踪任务造成了极大的困难。本文从重建不同视角Egocentric视频中各目标的运动轨迹出发,提出一种基于Multi-Egocentric视频运动轨迹重建的多目标跟踪算法,该方法基于多视角同步帧之间的单应性约束解决目标遮挡和丢失问题,然后根据多视角目标空间位置约束关系通过轨迹重建进一步优化目标定位,并采用卡尔曼滤波构建目标运动模型优化目标运动轨迹,在BJMOT、EPLF-campus4数据集上的对比实验验证了本文算法在解决Multi-Egocentric视频多目标跟踪轨迹不连续问题的有效性。 相似文献