Structure%20and%20Motion%20from%20Line%20Segments%20in%20Multiple%20Images - PowerPoint PPT Presentation

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Structure%20and%20Motion%20from%20Line%20Segments%20in%20Multiple%20Images

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Title: Structure%20and%20Motion%20from%20Line%20Segments%20in%20Multiple%20Images


1
Structure and Motion from Line Segments in
Multiple Images
  • Camillo J. Taylor, David J. Kriegman

Presented by David Lariviere
2
Primary Goal
  • Given a series of images with known corresponding
    line segments, calculate the relative locations
    of the cameras imaging the scene and the
    three-dimensional locations of the line segments.

3
Some Previous Work
  • (1981) Longuet-Higgins. A computer algorithm for
    reconstructing a scene from two projections.
  • (1990) Vieville. Estimation of 3D-motion and
    structure from tracking 2D-lines in a sequence of
    images.
  • (1992) Tomasi, Kanade. Shape and motion from
    image streams under orthography.

4
Problem Characterization
  • Instead of using generalized scenes and points,
    focus on rigid scenes with clear edges as
    features.
  • Advantages of lines as features
  • Occur frequently in man-made environments.
  • Easily located and tracked
  • More accurately localized than points because
    there is more information available in
    corroboration.

5
Algorithm Overview
  • Determine a non-linear objective function whose
    minimization leads to an estimate of scene
    structure.
  • In this case, estimate 3D camera
    locations/orientations and locations of line
    segments in 3D, and then reproject the lines onto
    the estimated image planes.
  • The difference between the predicted projected
    lines and the actually observed lines is the
    error function to minimize.

6
Objective Function
  • pi ith 3D line
  • qj jth camera position/orientation
  • uij observed edge i in image j.
  • m images
  • n lines
  • F reprojection of line pi onto the image plane
    of camera qj.

7
Notation Line Representation
  • Represent a line in 3D space by (v,d)
  • v unit vector pointing in direction of the line
  • d vector from origin to closest point on the
    line.
  • m normal vector of the plane defined by the
    camera center and line.
  • Edge in image plane defined by mxx myy mz 0

8
Notation Reference Frames
  • Relate location/orientation of each camera to
    some world base frame.

9
Summary of Parameters
  • Camera Location (tj) 3 DOF
  • Camera Orientation (Rj) 3 DOF
  • Line Location/Orientation (v,d) 4 DOF
  • Requires at least 6 edge correspondences in 3
    images.

10
Reprojection Error
  • Visible endpoints (x1,y1) (x2,y2)
  • Calculate minimal distance between observed and
    predicted lines for every point integrated on
    interval between endpoints.
  • Normalize error by dividing by length of observed
    edge.

11
Algorithm
  • Primary Algorithm for minimizing non-linear
    function minimize line reprojection error
    through gradient decent to find local minimum
  • Randomly generate initial values.
  • Iteratively follow function along steepest
    descent to reach local minimum.
  • If local minimum error is below a certain
    threshold, accept.
  • Else, generate new initial values and try again.
  • Quality of initial values influence heavily the
    number of iterations required before the function
    converges.

12
Initial Value Estimation
  • In order to decrease computational cost,
    additional steps are added to acquire acceptable
    starting values for gradient decent
  • User inputs range for camera orientations (Rj)
    and values of Rj within that range are randomly
    chosen.
  • Holding constant estimates from (1), estimate vi
    subject to a constraint equation.
  • Improve estimate from (2) by now minimizing same
    constraint equation with both vi and Rj as free
    parameters.
  • Generate initial estimates of di and tj, using a
    second constraint equation.
  • Provide estimates from (3) and (4) as starting
    values for gradient decent.

13
Constraint Equations
  • From the defined relations
  • One can derive
  • Which provides two constraint equations

14
Results
  1. Simulation Results
  2. measuring tolerance to noise, rate of returns due
    to increased number of images/features, and rate
    of convergence of global minimization.
  3. Comparing proposed method to previous linear
    methods
  4. Real-world Results

15
Simulation Results
  • Main Results
  • The algorithm is much more sensitive to errors in
    edge endpoints than error in the calibrated
    camera center.
  • Holding maximum baseline constant, increasing the
    number of images beyond 6 or the number of lines
    beyond 50 does not improve accuracy.
  • Small number of large-baseline images superior to
    many small-baseline images.
  • Rate of convergence of global decent minimization
    algorithm is highly dependant on initial range of
    theta.

16
Simulation Results Continued
17
Comparison to Linear Method
  • This method is significantly less sensitive to
    noise than the leading linear algorithm1

1J. Weng, Y. Liu, T. S. Huang, and N. Ahuja,
Estimating motion/structure from line
correspondences
18
Real-world Results
19
Real-world Results
20
Real-world Results Hallway
21
Discussion
  • Initial estimation optimizations improve
    calculation speed.
  • Algorithm is very insensitive to noise
  • Future improvements
  • Automate edge correspondence tracking by using
    video.
  • Impose edge-intersection and other geometric
    restrictions (coplanarity, parallelism, etc).

22
Modeling and Rendering Architecture from
Photographs A hybrid geometry- and image-based
approach
  • Paul E. Debevec, Camillo J. Taylor, Jitendra Malik

23
Overview
  • Apply previous papers methods to modeling
    architectural scenes with restricted geometry.
  • Utilize model-based stereo to extract precise
    geometry from a sparse set of large-baseline
    photographs.
  • Utilize 3D models and view-dependant photographs
    to construct photorealistic computer-generated
    views.

24
Architectural Models Blocks
  • User starts by choosing geometric primitives
    (blocks) to represent the basic geometry of the
    building
  • Block hierarchical model of a parametric
    polyhedral primitive
  • Parametrized by base vertex and Po and other
    various properties (width, height, length, etc).

25
Block Relations
  • Hierarchy of blocks are used to describe the
    various geometric primitives that make up the
    basic architecture.
  • User manually maps corresponding edges in images
    to the edges of the blocks.
  • Blocks are related by constraints on their
    relations in terms of location and orientation
  • For example, ensure that the bottom of one block
    sits on top of the top of another block.
  • Values of blocks are stored symbolically, meaning
    if one specifies a series of blocks to be
    parallel, then only one variable is used to
    enforce this restriction across all blocks.
  • gi(X) rigid transformation mapping one block to
    adjacent block.
  • Pw(x) block vertex in world coordinates
  • vw(x) line orientation in world orientation

26
Block Relations Continued
27
Advantages of Blocks
  • Well model most architectural scenes
  • Implicitly contain features commonly found in
    architecture (ex parallel edges, right angles)
  • Manipulation by user is easier due to reduced
    number of parameters.
  • Surfaces are pre-defined by the model, removing
    the need to calculate them from edges.
  • Number of parameters are greatly reduced when
    performing minimization of cost function.

28
Single Image Examples
29
Estimation of 3D Structure
  • Very similar to previous paper Estimate
    parameters of camera (R, t) and edges (v, d)
    which minimize the reprojection error.
  • Differences
  • Many edges are defined with relation to one
    another, meaning fewer variables.
  • Apply horizontal/vertical constraints on vi to
    more accurately estimate Rj.
  • Instead of using gradient decent, the authors use
    Newton-Raphson method to minimize the non-linear
    error function.

30
View-Dependant Texture Mapping
  • Once camera and edge locations/orientations are
    known, project images onto block models.
  • If multiple images of same area exist, apply
    weighted averaging to fuse multiple images.
  • Weights are inversely proportional to the
    difference in angle between the virtual view
    being synthesized and the camera
    location/orientation which took the particular
    image.
  • Possible to divide planes into faces, and only
    calculate the weighted average for one value and
    apply it to the entire face.

31
Example of Texture-Mapping
32
Model-based Stereopsis
  • Use known scene geometry and camera locations to
    rectify large-baseline images before performing
    stereo.
  • Allows for the avoidance of foreshore-shortening
    problems which can be very large when images are
    taken far apart.
  • Maintain epipolar constraint by projecting offset
    image onto model and then reprojecting onto key
    images image plane to create rectified image for
    use in stereopsis.

33
Model-based Stereopsis Example
34
Discussion
  • For architectural scenes that generally fit the
    allowed geometric primitives, approach works
    quite well.
  • Future Possible Improvements
  • Additional models surfaces of revolution
  • Estimate BRDF
  • Devise method of selecting best images to use for
    rendering of novel views.

35
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