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Single-view 3D Reconstruction Computational Photography Derek Hoiem, University of Illinois 10/12/10 Some slides from Alyosha Efros, Steve Seitz

Single-view 3D Reconstruction

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10/12/10. Single-view 3D Reconstruction. Computational Photography Derek Hoiem, University of Illinois. Some slides from Alyosha Efros, Steve Seitz. Questions about Project 4?. Get me your labels asap if not already done (will count as late days after today) - PowerPoint PPT Presentation

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Page 1: Single-view 3D Reconstruction

Single-view 3D Reconstruction

Computational PhotographyDerek Hoiem, University of Illinois

10/12/10

Some slides from Alyosha Efros, Steve Seitz

Page 2: Single-view 3D Reconstruction

Questions about Project 4?• Get me your labels asap if not already done

(will count as late days after today)– Will post everything I’ve got later today

So far have labels from: Adair, Arash, Bret, Brian, Derek, Doheum, Lewis, Prateek, Raj, Russ, SteveD, WeiLou

Page 3: Single-view 3D Reconstruction

Project 3• Class favorites: would like more votes – vote

today if you haven’t– “Favorites” will be presented Thursday

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Take-home question

Suppose a 3D cube is facing the camera at a distance.

1. Draw the cube in perspective projection2. Now draw the cube in weak perspective projection

10/5/10

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Take-home questionSuppose you have estimated three vanishing points corresponding to orthogonal directions. How can you recover the rotation matrix that is aligned with the 3D axes defined by these points?– Assume that intrinsic matrix K has three parameters– Remember, in homogeneous coordinates, we can write a 3d point at

infinity as (X, Y, Z, 0)

10/7/2010

Photo from online Tate collection

VPx

VPz.

VPy

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Take-home questionAssume that the camera height is 5 ft. – What is the height of the man?– What is the height of the building?– How long is the right side of the building compared to the

small window on the right side of the building?

10/7/2010

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Today’s class: 3D Reconstruction

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The challengeOne 2D image could be generated by an infinite number of 3D geometries

?

?

?

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The solution

Make simplifying assumptions about 3D geometry

Unlikely Likely

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Today’s class: Two Models

• Box + frontal billboards

• Ground plane + non-frontal billboards

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“Tour into the Picture” (Horry et al. SIGGRAPH ’97)

Create a 3D “theatre stage” of five billboards

Specify foreground objects through bounding polygons

Use camera transformations to navigate through the scene

Following slides modified from Efros

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The ideaMany scenes (especially paintings), can be represented as an axis-aligned box volume (i.e. a stage)

Key assumptions• All walls are orthogonal• Camera view plane is parallel to back of volume

How many vanishing points does the box have?• Three, but two at infinity• Single-point perspective

Can use the vanishing point to fit the box to the particular scene

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Fitting the box volume

• User controls the inner box and the vanishing point placement (# of DOF???)

• Q: What’s the significance of the vanishing point location?

• A: It’s at eye (camera) level: ray from COP to VP is perpendicular to image plane.

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High Camera

Example of user input: vanishing point and back face of view volume are defined

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High Camera

Example of user input: vanishing point and back face of view volume are defined

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Example of user input: vanishing point and back face of view volume are defined

Low Camera

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Low Camera

Example of user input: vanishing point and back face of view volume are defined

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High Camera Low Camera

Comparison of how image is subdivided based on two different camera positions. You should see how moving the box corresponds to moving the eyepoint in the 3D world.

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Left Camera

Another example of user input: vanishing point and back face of view volume are defined

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Left Camera

Another example of user input: vanishing point and back face of view volume are defined

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RightCamera

Another example of user input: vanishing point and back face of view volume are defined

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RightCamera

Another example of user input: vanishing point and back face of view volume are defined

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Left Camera Right Camera

Comparison of two camera placements – left and right. Corresponding subdivisions match view you would see if you looked down a hallway.

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Question• Think about the camera center and image

plane…– What happens when we move the box?– What happens when we move the vanishing

point?

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2D to 3D conversion

• First, we can get ratios

left right

top

bottom

vanishingpoint

backplane

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Size of user-defined back plane determines width/height throughout box (orthogonal sides)

Use top versus side ratio to determine relative height and width dimensions of box

Left/right and top/botratios determine part of 3D camera placement

left right

top

bottomcamerapos

2D to 3D conversion

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Depth of the box

• Can compute by similar triangles (CVA vs. CV’A’)• Need to know focal length f (or FOV)

• Note: can compute position on any object on the ground– Simple unprojection– What about things off the ground?

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Homography

A

B

C

D

A’B’

C’ D’

2d coordinates3d plane coordinates

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Image rectification

To unwarp (rectify) an image solve for homography H given p and p’: wp’=Hp

pp’

On board

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Solving for homographies

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Solving for homographies

A h 0

Defines a least squares problem:

2n × 9 9 2n

• Since h is only defined up to scale, solve for unit vector ĥ• Solution: ĥ = eigenvector of ATA with smallest eigenvalue• Works with 4 or more points

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Tour into the picture algorithm

1. Set the box corners

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Tour into the picture algorithm

1. Set the box corners2. Set the VP3. Get 3D coordinates

– Compute height, width, and depth of box

4. Get texture maps– homographies for

each face x

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Result

Render from new views

http://www.cs.cmu.edu/afs/cs.cmu.edu/academic/class/15463-f08/www/proj5/www/dmillett/

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Foreground ObjectsUse separate billboard for each

For this to work, three separate images used:

– Original image.– Mask to isolate desired

foreground images.– Background with

objects removed

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Foreground Objects

Add vertical rectangles for each foreground object

Can compute 3D coordinates P0, P1 since they are on known plane.

P2, P3 can be computed as before (similar triangles)

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Foreground Result

Video from CMU class: http://www.youtube.com/watch?v=dUAtdmGwcuM

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Automatic Photo Pop-up

Input

Ground

Vertical

Sky

Geometric Labels Cut’n’Fold 3D Model

Image

Learned Models

Hoiem et al. 2005

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Cutting and Folding

• Fit ground-vertical boundary– Iterative Hough transform

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Cutting and Folding

• Form polylines from boundary segments– Join segments that intersect at slight angles– Remove small overlapping polylines

• Estimate horizon position from perspective cues

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Cutting and Folding

• ``Fold’’ along polylines and at corners• ``Cut’’ at ends of polylines and along vertical-sky boundary

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Cutting and Folding

• Construct 3D model • Texture map

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Results

Automatic Photo Pop-up

Input Image

Cut and Fold

http://www.cs.illinois.edu/homes/dhoiem/projects/popup/

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Results

Automatic Photo Pop-upInput Image

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Comparison with Manual Method

Input Image

Automatic Photo Pop-up (30 sec)!

[Liebowitz et al. 1999]

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Failures

Labeling Errors

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Failures

Foreground Objects

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Adding Foreground Labels

Recovered Surface Labels + Ground-Vertical Boundary Fit

Object Boundaries + Horizon

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Final project ideas• 1 Person

– Interactive program to make 3D model from an image (e.g., output in VRML, or draw path for animation)

• 2 Person– Add tools for cutting out foreground objects and

automatic hole-filling

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Summary• 2D3D is mathematically

impossible

• Need right assumptions about the world geometry

• Important tools– Vanishing points– Camera matrix– Homography

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The future….• 10/26: Kevin Karsch will show his work that

applies many ideas from this section (cutting, texture synthesis, projective geometry, etc.)

• Next class, we start a new section– Finding correspondences automatically– Image stitching– Various forms of recognition