3d priors for scene learning from a single view diego rother, kedar patwardhan, iman aganj and...
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3D Priors for Scene Learning3D Priors for Scene Learningfrom a Single Viewfrom a Single View
Diego Rother, Kedar Patwardhan, Iman Aganj Diego Rother, Kedar Patwardhan, Iman Aganj and Guillermo Sapiroand Guillermo Sapiro
University of MinnesotaUniversity of Minnesota
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Search in 3D Workshop (CVPR 2008)Search in 3D Workshop (CVPR 2008)
AutoCalibration AlgorithmsCamera
Calibration
Moving Camera?
Tracking Local Features
Boujou, 3D-Equalizer, Matchmover, Voodoo,
…
yes no
Known Structure?
[1] D. Liebowitz and A. Zisserman, “Metric Rectification for Perspective Images of Planes.” CVPR, 1998.
[2] A. Criminisi, I. Reid and A. Zisserman, “Single View Metrology.” IJCV, 1999.
[1][1] [2][2]
Exploit Known Structure
yesExploit Known
Objects
no
Common in Surveillance
Main Idea 1
• Correct Camera Matrix → Pedestrian observations are consistent (no height change).
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Main Idea 1
• Incorrect Camera Matrix → Pedestrian grows or shrinks.
• Pedestrians can be used as a measuring stick to calibrate the camera.
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Main Idea 2
Image
Plane
Camera Center
3D WorldP1
Camera Matrix (PF):
PF= P1
Light Source
P1
P2
Shadow Camera Matrix (PS):
PS= P1 o P2
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Main Idea 2
• Correct light source position → Pedestrian shadow observations are consistent .
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• Analogously, a reflection camera can be defined.
In summary
Simultaneously Estimate: 1- Ground Positions (in 3D) 2- Horizon height (in 2D) 3- Light source position (in 3D) 4- Pedestrian height (in world units) 5- Axes scaling (to define the unit of length)
X
Z
Y
7That are Mutually Consistent and Explain the observations.
Object 3DBounding Box
Single Frame Consistency?
Camera
ConsistencyTest
Height Ground PositionObservation
Consistency(Likelihood)
Camera matrix(or Shadow Camera)
Model(3D prior)
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3D Priors
Voxel
V4 V6
V1 V2 V3
V7 V8 V9
V5Pixel
Camera Q2Q3
Q1
Q4
Voxel Vi:- Occupied (vi = 1) with probability pi.- Blocks light if it is occupied.- Independent of other voxels.
Problems:- Discretization matters.- Equal contributions voxels ray.
Solution: Beer-Lambert law correction (predicts light attenuation in solutions),
R1,1R2,1
R6,1R3,1
- measured in [blocking probability / meter].- Same to traverse 1 big voxel or 2 of half the size.
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2D Prior 3D Prior
3D Priors
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Whole walking cycle Part of the walking cycle
Graphical Model
Observed PixelColors in Frame tC1 CM
Voxels(3D Prior)PV1 PV2 PVN
Pixel Class(2D Prior)
ForegroundQF1 QFM QS1 QSMShadow
Geometry(Projection)
CameraMatrixLight PositionGround Position
BackgroundShadowColor
Models
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F1
Likelih
ood
Trajectory unregularized
Scene ParametersF1
Likelih
oodG1
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F1
Likelih
oodG2
F1
Likelih
oodG3
Trajectory Regularized
F1
Likelihood(F2)
G1
F1
G2
F1
G3Prior
Acceleration
Optimum trajectory and F2 computed in O(NF . NG3) using Dynamic Programming.
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F2
Search Solution Space
• Search the solution in the whole 4D parameter space:1. Horizon Height2. Y-Axis Scale.3. Light Theta4. Light Phi
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Likelihood
CameraMatrixLight Position
F2
Optimum trajectory
Camera Matrix
Light Direction
Results
• To speed up computation, search first in the lowest resolution.
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Half Resolution
Original Resolution
• Then, refine in the next higher, and so on.• Fast, so the whole space can be searched.
Results
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Half Resolution
Original Resolution
• Solution superimposed.• Shape of the peak defines the types of errors.
Estimated Horizon
ResultsMetrology comparison
MeasureGround Truth
(m)
Estimated (m)
P1 4.18 4.27
P2 4.26 4.25
P3 4.38 4.36
P4 4.13 4.29
Localization errorNo Shadows
(cm)Shadows
(cm)32.3 21.5
• Mean error lower than 2% (relative to the people average height).
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• Shadows are not disturbances, their use improve localization.
Estimated Horizon
ConclusionsPresented:
• Novel object model (not limited to people) and probabilistic framework • For camera calibration and simple lighting estimation.• Using the Foreground and the Shadows.• That works in situations where other methods fail.
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Learning 3D Priors
V4 V6
V1 V2 V3
V7 V8 V9
V5
C1 C2
Method of Moments, yields one Equation per ray:
This is the Fan Beam Radon transform.Just solve linear system.
Silhouette in frame t Average
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3D Priors
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Search Solution Space
x
y
z
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