Coplanar Shadowgrams
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Real object
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Reconstructed shape
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Acquiring 3D models of intricate objects (like tree branches,
bicycles and insects) is a hard problem due to severe
self-occlusions, repeated thin structures and surface
discontinuities. In theory, a shape-from-silhouettes (SFS)
approach can overcome these difficulties and use many views to
reconstruct visual hulls that are close to the actual
shapes. In practice, however, SFS is highly sensitive to
errors in silhouette contours and the calibration of the
imaging system, and therefore not suitable for obtaining
reliable shapes with a large number of views. We present a
practical approach to SFS using a novel technique called
coplanar shadowgram imaging, that allows us to use dozens to
even hundreds of views for visual hull reconstruction. Here,
a point light source is moved around an object and the shadows
(silhouettes) cast onto a single background plane are
observed. We characterize this imaging system in terms of
image projection, reconstruction ambiguity, epipolar geometry,
and shape and source recovery. The coplanarity of the
shadowgrams yields novel geometric properties that are not
possible in traditional multi-view camera-based imaging
systems. These properties allow us to derive a robust and
automatic algorithm to recover the visual hull of an object
and the 3D positions of light source simultaneously,
regardless of the complexity of the object. We demonstrate the
acquisition of several intricate shapes with severe occlusions
and thin structures, using 50 to 120 views.
Publications
Supplementary Material
ICCV 2007 Video
Shadowgram Acquisition
The left picture shows the setup used to capture coplanar
shadowgrams. The setup includes a digital camera, a single point light
source, and a rearprojection screen. The object is placed
close to the screen to cover a large field of view. Two or
more spheres are used to estimate the initial light source
positions.
This video demonstrates the acquisition of
shadowgrams. The point source is moved within a half space
with respect to a rear-projection screen, while the object,
the camera and the screen all remain stationary. In order to
cover the entire surface area of an intricate shape, we must
capture a sufficiently large number of shadowgrams.
A point source illuminates the object and its shadow cast
on a planar rear-projection screen represents the silhouette
of the object. Coplanar shadowgrams from multiple viewpoints
are obtained by translating the light source. Note that the
relative transformation between the object and the screen
remains fixed across different views.
This video shows a sequence shadowgrams acquired using
our experimental setup. The light source positions are
estimated using the shadowgrams of at least two spheres. The
acquired shadowgrams can then be used to recover the visual
hull of the object.
Example shadowgrams obtained using the setup.
Sensitivity of Visual Hull Reconstruction
The top row shows the visual hulls reconstructed using
the light source positions estimated by our method. As the
number of silhouettes increases, the visual hull gets closer
to the actual shape. The bottom row shows the
reconstructions obtained from slightly erroneous source
positions. As the number of views increases, the error
worsens significantly.
Optimization of Light Source Positions
This video shows an optimization of light source
positions using epipolar constraints and silhouette
consistency. The ground truth and estimated source positions
are presented respectively in red and yellow.
As the light source positions are estimated accurately,
silhouette consistency is improved. An acquired silhouette
and that generated from a reconstructed visual hull are
shown respectively in green and yellow. The match between
the acquired and re-projected silhouettes increases until it
becomes almost perfect.
This video is the trace the progression of our optimization
algorithm for this object starting from the erroneous
reconstruction.
Reconstruction from Simulated Shadowgrams
This video is a CG rendering of the visual hull model
acquired by coplanar shadowgrams. A 3D mesh model of
a seaweed object is used to generate 49 coplanar
shadowgrams by our simulator. This object has many thin
sub-branches with numerous occlusions, which are
successfully reconstructed by our method.
A visual hull of a coral object is reconstructed using 84
simulated coplanar shadowgrams generated from a 3D mesh
model.
A visual hull of a bicycle object is reconstructed using 61
simulated coplanar shadowgrams generated from the 3D model.
A visual hull of a spider object is reconstructed using 76
simulated coplanar shadowgrams generated from the 3D model.
Reconstruction from Real Shadowgrams
A visual hull of a wreath object is reconstructed using 122
real coplanar shadowgrams acquired by our experiment setup.
A visual hull of a polygon-ball object is reconstructed using 45
real coplanar shadowgrams acquired by our experiment setup.
A visual hull of a palmtree object is reconstructed using 56
real coplanar shadowgrams acquired by our experiment setup.
A visual hull of an octopus object is reconstructed using 53
real coplanar shadowgrams acquired by our experiment setup.
Example Application to Computer Graphics
This video is a CG animation rendered using the
3D shape models acquired by coplanar shadowgrams.
Miscellaneous
Our acquisition technique has been extended to a
mask-based light field camera which enables to reconstruct
the visual hull of dynamic objects. See
also
the
project page at Brown University.
Another version of our project
page at Carnegie Mellon University is
here.