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Shading-Aware Multi-view Stereo

Fabian Langguth, Kalyan Sunkavalli, Sunil Hadap, Michael Goesele

ECCV 2016

Presented by: Edward Zhang

UW CSE GRAIL Seminar

October 2016

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Overview

  • Context: MVS
  • Precursor: Semerjian, ECCV 2014
  • This work: Langguth et al., ECCV 2016

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The Multi-view Stereo Problem

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Typical MVS Approach

Compute per-image depth maps

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Epipolar Geometry

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Epipolar Geometry

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Epipolar Geometry

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Epipolar Geometry

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Epipolar Geometry

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Epipolar Geometry

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Epipolar Geometry

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Epipolar Geometry

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Photoconsistency

How to measure similarity of two patches? =

x y

?

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Photoconsistency

How to measure similarity of two patches? =

x y

Low Sum of Squared Differences (SSD):

Low Sum of Absolute Differences (SAD):

Low Normalized SSD:

equivalent to high Normalized Cross Correlation (NCC)

?

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Smoothness

Each depth value is independently computed

Real-world surfaces are “smooth”

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A New Variational Framework for Multiview Surface Reconstruction

Semerjian, ECCV 2014

Contribution

  • Photoconsistency: NSAD = Gradient
  • Smoothness: Bicubic patches

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Limit of NSAD

SAD

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Limit of NSAD

“Normalized” SAD

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Limit of NSAD

“Normalized” SAD

In 2D:

x0

s

s

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Limit of NSAD

“Normalized” SAD

Equivalent to difference of gradients

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Smoothness via Continuous Surface Representation

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Shading-Aware Multi-View Stereo

Langguth et al., ECCV 2016

Contribution:

  • Use gradient to dial in Shape-from-Shading term

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Shape from Shading

Uniform material

Consistent lighting

All color variation is due to shape:

Intensity is a function of normal

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Retinex Theory

Small gradients from illumination, large gradients from texture

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Retinex Theory

Small gradients from illumination, large gradients from texture

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Retinex Theory

Small gradients from illumination, large gradients from texture

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Retinex Theory

Small gradients from illumination, large gradients from texture

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Why SfS?

  • Stereo is good at large gradients, bad at small gradients
    • Sharp edges are easier to match
    • Smooth regions will all have high similarity
  • SfS is good at small gradients, bad at large gradients
    • Sharp edges (albedo changes, shadows) violate SfS assumptions
    • SfS designed for smoothly varying surfaces

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Energy Function

Stereo matching cost Shape-from-shading cost

(but only if gradient is small)

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Shape-from-Shading Term

Difference between Observed and Predicted gradient

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Lighting Model

Reflected Light is Albedo times Shading

Shading is a function of normal and incoming light

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Albedo Invariance

SfS term kicks in with small gradient, i.e. constant albedo

Constant albedo disappears from

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Albedo Invariance

SfS term kicks in with small gradient, i.e. constant albedo

Constant albedo disappears from

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Results

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