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Issue No.06 - June (2011 vol.33)
pp: 1161-1174
Daniel Cremers , Technical University of Munich, München
We propose a convex formulation for silhouette and stereo fusion in 3D reconstruction from multiple images. The key idea is to show that the reconstruction problem can be cast as one of minimizing a convex functional, where the exact silhouette consistency is imposed as convex constraints that restrict the domain of feasible functions. As a consequence, we can retain the original stereo-weighted surface area as a cost functional without heuristic modifications of this energy by balloon terms or other strategies, yet still obtain meaningful (nonempty) reconstructions which are guaranteed to be silhouette-consistent. We prove that the proposed convex relaxation approach provides solutions that lie within a bound of the optimal solution. Compared to existing alternatives, the proposed method does not depend on initialization and leads to a simpler and more robust numerical scheme for imposing silhouette consistency obtained by projection onto convex sets. We show that this projection can be solved exactly using an efficient algorithm. We propose a parallel implementation of the resulting convex optimization problem on a graphics card. Given a photoconsistency map and a set of image silhouettes, we are able to compute highly accurate and silhouette-consistent reconstructions for challenging real-world data sets. In particular, experimental results demonstrate that the proposed silhouette constraints help to preserve fine-scale details of the reconstructed shape. Computation times depend on the resolution of the input imagery and vary between a few seconds and a couple of minutes for all experiments in this paper.
Image-based modeling, silhouette and stereo fusion, convex optimization.
Daniel Cremers, "Multiview Stereo and Silhouette Consistency via Convex Functionals over Convex Domains", IEEE Transactions on Pattern Analysis & Machine Intelligence, vol.33, no. 6, pp. 1161-1174, June 2011, doi:10.1109/TPAMI.2010.174
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