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A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics Hardware

A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics Hardware
Über dieses Buch
  • Art: Diplomarbeit
  • Autor: Christian Nitschke
  • Abgabedatum: Dezember 2006
  • Umfang: 146 Seiten
  • Dateigröße: 11,1 MB
  • Note: 1,0
  • Institution / Hochschule: Bauhaus-Universität Weimar Deutschland
  • Bibliografie: ca. 76
  • ISBN (eBook): 978-3-8366-0199-3
  • ISBN (Paperback) :
    978-3-8366-0199-3 P
  • ISBN (CD) :978-3-8366-0199-3 CD
  • Sprache: Englisch
  • Prämierung:
  • Arbeit zitieren: Nitschke, Christian Dezember 2006: A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics Hardware, Hamburg: Diplomica Verlag
  • Schlagworte: Graphics Hardware, Computer Graphics, 3D Modelling, 3D Reconstruction, GPU-Acceleration

Diplomarbeit von Christian Nitschke

Introduction:

Reconstruction of real-world scenes from a set of multiple images is a topic in Computer Vision and 3D Computer Graphics with many interesting applications. There is a relation to Augmented and Mixed Reality (AR/MR), Computer-Supported Collaborative Work (CSCW), Computer-Aided industrial/architectural Design (CAD), modeling of the real-world (e.g. computer games, scenes/effects in movies), entertainment (e.g. 3D TV/Video) and recognition/analyzing of real-world characteristics by computer systems and robots.

There exists a powerful algorithm theory for shape reconstruction from arbitrary viewpoints, called shape from photo-consistency. However, it is computationally expensive and hence can not be used with applications in the field of 3D video or CSCW as well as interactive 3D model creation.

Attempts have been made to achieve real-time framerates using PC cluster systems. While these provide enough performance they are also expensive and less flexible. Approaches that use GPU hardware-acceleration on single workstations achieve interactive framerates for novel-view synthesis, but do not provide an explicit volumetric representation of the whole scene.

The proposed approach shows the efforts in developing a GPU hardware-accelerated framework for obtaining the volumetric photo hull of a dynamic 3D scene as seen from multiple calibrated cameras. High performance is achieved by employing a shape from silhouette technique in advance to obtain a tight initial volume for shape from photo-consistency.

Also several speed-up techniques are presented to increase efficiency. Since the entire processing is done on a single PC, the framework can be applied to mobile setups, enabling a wide range of further applications.

The approach is explained using programmable vertex and fragment processors and compared to highly optimized CPU implementations. It is shown that the new approach can outperform the latter by more than one magnitude.

The thesis is organized as follows:

Chapter 1 contains an introduction, giving an overview with classification of related techniques, statement of the main problem, novelty of the proposed approach and its fields of application.

Chapter 2 surveys related work in the area of dynamic scene reconstruction by shape from silhouette and shape from photo-consistency. The focus lies on high performance reconstruction and hardware-acceleration.

Chapter 3 introduces the theoretical basis for the proposed approach within three main parts. (1) Camera geometry is important to relate images captured from multiple viewpoints to an unknown 3D scene. (2) When taking a photograph of a scene, the light emitted towards the camera is captured. Therefore light and color is discussed as necessary for this work. (3) At last, the theory behind shape from silhouette and shape from photo-consistency needs to be explained.

Chapter 4 continues with defining the Basic Algorithm as a hybrid approach to scene reconstruction with introducing features like (1) a robust and fast image-segmentation to account for shadows, (2) a set of nested volumes that are sequentially computed to speed-up computation and (3) an implicit visibility computation.

The Basic Algorithm is extended and mapped onto the GPU in chapter 5. The corresponding Advanced Algorithm enables efficient real-time computation by employing a multipass-rendering strategy.

Chapter 6 explains and discusses several experiments to analyze the proposed system in terms of performance and reconstruction quality.

Chapter 7 concludes with giving a summary and discussing limitations and future works.

Due to their number, diagrams and figures relating to experiments are grouped into additional appendix chapters A, B, C and D.

Table of Contents:

1. Introduction 1
1.1 Application 1
1.2 Classification 2
1.3 Performance 3
1.4 Contribution 4
1.5 Overview 5
2. Related Work 6
2.1 Shape from Silhouette 6
2.1.1 Image Segmentation 7
2.1.2 Foundations 7
2.1.3 Performance of View-Independent Reconstruction 8
2.1.3.1 CPU 8
2.1.3.2 GPU-Acceleration 8
2.1.4 Performance of View-Dependent Reconstruction 9
2.1.4.1 CPU 9
2.1.4.2 GPU-Acceleration 9
2.1.5 Conclusion 10
2.2 Shape from Photo-Consistency 11
2.2.1 Foundations 12
2.2.2 Performance of View-Independent Reconstruction 13
2.2.2.1 CPU 13
2.2.2.2 GPU-Acceleration 13
2.2.3 Performance of View-Dependent Reconstruction 14
2.2.3.1 CPU 14
2.2.3.2 GPU-Acceleration 15
2.2.4 Conclusion 16
3. Fundamentals 17
3.1 Camera Geometry 17
3.1.1 Pinhole Camera Model 17
3.1.2 Camera Parameters 18
3.1.2.1 Intrinsic Parameters 18
3.1.2.2 Extrinsic Parameters 19
3.1.2.3 Radial Lens Distortion 20
3.1.3 Camera Calibration 20
3.2 Light and Color 22
3.2.1 Light in Space 22
3.2.1.1 Radiance 22
3.2.2 Light at a Surface 23
3.2.2.1 Irradiance 23
3.2.2.2 Radiosity 23
3.2.2.3 Lambertian and Specular Surfaces 24
3.2.3 Occlusion and Shadows 24
3.2.4 Light at a Camera 25
3.2.5 Color 25
3.2.6 Color Representation 26
3.2.6.1 Linear Color Spaces 26
3.2.6.2 Non-linear Color Spaces 27
3.2.6.3 Color Metric 28
3.2.7 CCD Camera Color Imaging 29
3.3 3D Reconstruction from Multiple Views 29
3.3.1 Visual Hull Reconstruction by Shape from Silhouette 29
3.3.1.1 Shape from Silhouette 29
3.3.1.2 Discussion 30
3.3.1.3 The Visual Hull 31
3.3.1.4 Silhouette-Equivalency 32
3.3.1.5 Number of Viewpoints 33
3.3.1.6 Conclusion 33
3.3.2 Photo Hull Reconstruction by Shape from Photo-Consistency 34
3.3.2.1 Shape from Photo-Consistency 35
3.3.2.2 Discussion 35
3.3.2.3 Photo-Consistency 36
3.3.2.4 The Photo Hull 37
3.3.2.5 The Space Carving Algorithm 38
3.3.2.6 Voxel Visibility 39
3.3.2.7 Conclusion 40
4. Basic Algorithm 41
4.1 Data 41
4.1.1 Camera Parameters 41
4.1.2 Image Data 42
4.2 Reconstruction 43
4.2.1 3D Data Representation 43
4.2.2 Volumetric Bounding Box 44
4.2.3 Maximal Volume Intersection 45
4.2.4 Visual Hull Approximation 45
4.2.5 Photo-Consistent Surface 45
4.2.5.1 Active Source Camera Test 46
4.2.5.2 Photo Consistency Test 47
5. Advanced Algorithm 48
5.1 Overview 48
5.1.1 Deployment 48
5.1.2 Process Flow 48
5.2 Texture Processing 49
5.2.1 Lookup Table for Projection Coordinates 50
5.2.2 Mapping Image Data into Textures 51
5.2.3 Texture Upload and Processing Performance 51
5.2.4 GPU Image Processing 53
5.3 Destination Cameras 53
5.3.1 Discussion 54
5.3.1.1 Ray Casting vs. Multi Plane Sweeping 55
5.3.1.2 Virtual vs. Natural Views 56
5.3.2 Interleaved Depth Sampling 57
5.3.3 Active Destination Cameras 59
5.3.3.1 Source Camera Viewing Ray 59
5.3.3.2 Intersection of Volume and Source Camera Viewing Ray 60
5.3.3.3 Activity Decision 61
5.4 Reconstruction 61
5.4.1 Vertex Data 62
5.4.2 Vertex Shader Visual Hull Approximation 63
5.4.2.1 Decreasing the Sampling Error for Interleaved Sampling 63
5.4.2.2 Early Ray Carving 63
5.4.3 Fragment Shader Photo-Consistent Surface 64
5.4.3.1 Filling Holes 64
5.4.3.2 Modified Active Source Camera Decision 65
5.4.4 Fragment Shader Color Blending 66
5.4.5 Fragment Shader Render to Texture 67
5.5 Postprocessing 69
5.5.1 Extracting Texture Data 69
5.5.2 Filling Interior Volume Data 70
5.5.2.1 Ambiguities 70
5.5.2.2 Performance 71
6. Experiments 72
6.1 System Setup 72
6.2 Implementation 72
6.3 Datasets 73
6.4 Performance 74
6.4.1 Abstract Data Performance Experiments 75
6.4.1.1 CPU-GPU Texture Upload 75
6.4.1.2 Interleaved Sampling 75
6.4.1.3 Early Ray Carving 75
6.4.1.4 Fragment Shader CIELab-RGB Conversion 76
6.4.1.5 Porting all Load to the Fragment Processor 76
6.4.1.6 GPU-CPU Texture Read-back 76
6.4.1.7 FBO Texture Size 77
6.4.1.8 Impact of CPU-GPU Texture Upload on overall Performance 77
6.4.1.9 Number of Source Cameras 77
6.4.1.10 Number of Destination Cameras 78
6.4.2 Concrete Data Performance Experiments 78
6.4.2.1 Algorithmic Features 79
6.4.2.2 Destination Cameras 79
6.4.2.3 Volumetric Resolution 80
6.4.2.4 Volumetric Bounding Box 80
6.4.2.5 PCS Increments 80
6.4.3 Conclusion 81
6.4.3.1 Algorithmic Features 81
6.4.3.2 Parameters 81
6.4.3.3 GPU/CPU Comparison 81
6.5 Quality 82
6.5.1 Concrete Data Quality Experiments 82
6.5.1.1 Volumetric Resolution 82
6.5.1.2 Volumetric Bounding Box 82
6.5.1.3 PCS Increments 83
6.5.2 Visual Experiments 83
6.5.2.1 Image Segmentation 83
6.5.2.2 Interleaved Sampling and MVI 83
6.5.2.3 Camera Viewing Cone Intersection 83
6.5.2.4 Reconstruction of VHA and PCS 84
6.5.2.5 Volumetric Resolution 84
6.5.2.6 PCS Increments 84
6.5.2.7 Geometrical Score for Active Source Camera Computation 85
6.5.2.8 Range of Color Distances for Active Source Camera Computation 85
6.5.2.9 Labeling of Interior Space 85
6.5.3 Conclusion 85
6.5.3.1 Image Segmentation 86
6.5.3.2 BB, MVI and Viewing Cone Intersection 86
6.5.3.3 VHA and PCS 86
6.5.3.4 PCS Parameters 86
6.5.3.5 Labeling of Interior Space 87
7. Discussion and Enhancements 88
7.1 Summary 88
7.2 Limitations 89
7.3 Future Work 89
7.3.1 Online System 89
7.3.2 Performance 90
7.3.3 Quality 90
7.4 Annotation 91
A. Abstract Data Performance Experiments 92
B. Concrete Data Performance Experiments 97
C. Concrete Data Quality Experiments 103
D. Visual Experiments 107
References 126

Table of Contents:

1. Introduction 1
1.1 Application 1
1.2 Classification 2
1.3 Performance 3
1.4 Contribution 4
1.5 Overview 5
2. Related Work 6
2.1 Shape from Silhouette 6
2.1.1 Image Segmentation 7
2.1.2 Foundations 7
2.1.3 Performance of View-Independent Reconstruction 8
2.1.3.1 CPU 8
2.1.3.2 GPU-Acceleration 8
2.1.4 Performance of View-Dependent Reconstruction 9
2.1.4.1 CPU 9
2.1.4.2 GPU-Acceleration 9
2.1.5 Conclusion 10
2.2 Shape from Photo-Consistency 11
2.2.1 Foundations 12
2.2.2 Performance of View-Independent Reconstruction 13
2.2.2.1 CPU 13
2.2.2.2 GPU-Acceleration 13
2.2.3 Performance of View-Dependent Reconstruction 14
2.2.3.1 CPU 14
2.2.3.2 GPU-Acceleration 15
2.2.4 Conclusion 16
3. Fundamentals 17
3.1 Camera Geometry 17
3.1.1 Pinhole Camera Model 17
3.1.2 Camera Parameters 18
3.1.2.1 Intrinsic Parameters 18
3.1.2.2 Extrinsic Parameters 19
3.1.2.3 Radial Lens Distortion 20
3.1.3 Camera Calibration 20
3.2 Light and Color 22
3.2.1 Light in Space 22
3.2.1.1 Radiance 22
3.2.2 Light at a Surface 23
3.2.2.1 Irradiance 23
3.2.2.2 Radiosity 23
3.2.2.3 Lambertian and Specular Surfaces 24
3.2.3 Occlusion and Shadows 24
3.2.4 Light at a Camera 25
3.2.5 Color 25
3.2.6 Color Representation 26
3.2.6.1 Linear Color Spaces 26
3.2.6.2 Non-linear Color Spaces 27
3.2.6.3 Color Metric 28
3.2.7 CCD Camera Color Imaging 29
3.3 3D Reconstruction from Multiple Views 29
3.3.1 Visual Hull Reconstruction by Shape from Silhouette 29
3.3.1.1 Shape from Silhouette 29
3.3.1.2 Discussion 30
3.3.1.3 The Visual Hull 31
3.3.1.4 Silhouette-Equivalency 32
3.3.1.5 Number of Viewpoints 33
3.3.1.6 Conclusion 33
3.3.2 Photo Hull Reconstruction by Shape from Photo-Consistency 34
3.3.2.1 Shape from Photo-Consistency 35
3.3.2.2 Discussion 35
3.3.2.3 Photo-Consistency 36
3.3.2.4 The Photo Hull 37
3.3.2.5 The Space Carving Algorithm 38
3.3.2.6 Voxel Visibility 39
3.3.2.7 Conclusion 40
4. Basic Algorithm 41
4.1 Data 41
4.1.1 Camera Parameters 41
4.1.2 Image Data 42
4.2 Reconstruction 43
4.2.1 3D Data Representation 43
4.2.2 Volumetric Bounding Box 44
4.2.3 Maximal Volume Intersection 45
4.2.4 Visual Hull Approximation 45
4.2.5 Photo-Consistent Surface 45
4.2.5.1 Active Source Camera Test 46
4.2.5.2 Photo Consistency Test 47
5. Advanced Algorithm 48
5.1 Overview 48
5.1.1 Deployment 48
5.1.2 Process Flow 48
5.2 Texture Processing 49
5.2.1 Lookup Table for Projection Coordinates 50
5.2.2 Mapping Image Data into Textures 51
5.2.3 Texture Upload and Processing Performance 51
5.2.4 GPU Image Processing 53
5.3 Destination Cameras 53
5.3.1 Discussion 54
5.3.1.1 Ray Casting vs. Multi Plane Sweeping 55
5.3.1.2 Virtual vs. Natural Views 56
5.3.2 Interleaved Depth Sampling 57
5.3.3 Active Destination Cameras 59
5.3.3.1 Source Camera Viewing Ray 59
5.3.3.2 Intersection of Volume and Source Camera Viewing Ray 60
5.3.3.3 Activity Decision 61
5.4 Reconstruction 61
5.4.1 Vertex Data 62
5.4.2 Vertex Shader Visual Hull Approximation 63
5.4.2.1 Decreasing the Sampling Error for Interleaved Sampling 63
5.4.2.2 Early Ray Carving 63
5.4.3 Fragment Shader Photo-Consistent Surface 64
5.4.3.1 Filling Holes 64
5.4.3.2 Modified Active Source Camera Decision 65
5.4.4 Fragment Shader Color Blending 66
5.4.5 Fragment Shader Render to Texture 67
5.5 Postprocessing 69
5.5.1 Extracting Texture Data 69
5.5.2 Filling Interior Volume Data 70
5.5.2.1 Ambiguities 70
5.5.2.2 Performance 71
6. Experiments 72
6.1 System Setup 72
6.2 Implementation 72
6.3 Datasets 73
6.4 Performance 74
6.4.1 Abstract Data Performance Experiments 75
6.4.1.1 CPU-GPU Texture Upload 75
6.4.1.2 Interleaved Sampling 75
6.4.1.3 Early Ray Carving 75
6.4.1.4 Fragment Shader CIELab-RGB Conversion 76
6.4.1.5 Porting all Load to the Fragment Processor 76
6.4.1.6 GPU-CPU Texture Read-back 76
6.4.1.7 FBO Texture Size 77
6.4.1.8 Impact of CPU-GPU Texture Upload on overall Performance 77
6.4.1.9 Number of Source Cameras 77
6.4.1.10 Number of Destination Cameras 78
6.4.2 Concrete Data Performance Experiments 78
6.4.2.1 Algorithmic Features 79
6.4.2.2 Destination Cameras 79
6.4.2.3 Volumetric Resolution 80
6.4.2.4 Volumetric Bounding Box 80
6.4.2.5 PCS Increments 80
6.4.3 Conclusion 81
6.4.3.1 Algorithmic Features 81
6.4.3.2 Parameters 81
6.4.3.3 GPU/CPU Comparison 81
6.5 Quality 82
6.5.1 Concrete Data Quality Experiments 82
6.5.1.1 Volumetric Resolution 82
6.5.1.2 Volumetric Bounding Box 82
6.5.1.3 PCS Increments 83
6.5.2 Visual Experiments 83
6.5.2.1 Image Segmentation 83
6.5.2.2 Interleaved Sampling and MVI 83
6.5.2.3 Camera Viewing Cone Intersection 83
6.5.2.4 Reconstruction of VHA and PCS 84
6.5.2.5 Volumetric Resolution 84
6.5.2.6 PCS Increments 84
6.5.2.7 Geometrical Score for Active Source Camera Computation 85
6.5.2.8 Range of Color Distances for Active Source Camera Computation 85
6.5.2.9 Labeling of Interior Space 85
6.5.3 Conclusion 85
6.5.3.1 Image Segmentation 86
6.5.3.2 BB, MVI and Viewing Cone Intersection 86
6.5.3.3 VHA and PCS 86
6.5.3.4 PCS Parameters 86
6.5.3.5 Labeling of Interior Space 87
7. Discussion and Enhancements 88
7.1 Summary 88
7.2 Limitations 89
7.3 Future Work 89
7.3.1 Online System 89
7.3.2 Performance 90
7.3.3 Quality 90
7.4 Annotation 91
A. Abstract Data Performance Experiments 92
B. Concrete Data Performance Experiments 97
C. Concrete Data Quality Experiments 103
D. Visual Experiments 107
References 126

Text Sample:

Chapter 2.2 Shape from Photo-Consistency:

Techniques, that reconstruct a 3D scene by shape from silhouette employ information about foreground and background pixels. The 3D shape is known as volume intersection, since it represents the 3D intersection of the backprojected 2D silhouettes. Shape from photo-consistency is a generalization of this approach with using additional greyscale or color information. Applying further constraints, these methods can achieve a tighter approximation of the true shape. The property of photo-consistency relates to the fact, that the radiance from a particular (unknown) scene point should be consistent with the irradiance measured in the corresponding image pixels from where the point is visible. For each scene point can thus be determined, if it is consistent with the set of images. This is the inverse approach of the one taken by image-based stereo algorithms. Instead of evaluating the pixels that are corresponding to a particular scene point, they start from the images and try to find pixels that may correspond to the same scene point.

The coordinates of the point are then obtained by triangulation. Due to this, shape from photo-consistency is also referred to as scene-based stereo. Similar to the term of photo-consistency, LECLERC et al. define self-consistency as a pixel correspondence measure for evaluating image-based stereo algorithms.

When comparing both approaches, image-based stereo shows several drawbacks. In particular related to the reconstruction of a global consistent scene. Also, the recovered points are arbitray located within point clouds and hence, do not correspond to a voxel representation on a regular grid. However, since image-based stereo algorithms (1) are related to the ray-based sampling employed for the proposed approach and (2) achieve real-time framerates for generation of novel views, they are considered for this review. A survey of two-view stereo algorithms is provided by SCHARSTEIN and SZELISKI.

Arbeit zitieren:
Nitschke, Christian Dezember 2006: A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics Hardware, Hamburg: Diplomica Verlag

Schlagworte:
Graphics Hardware, Computer Graphics, 3D Modelling, 3D Reconstruction, GPU-Acceleration

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