Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce the body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for “Real scenes, Interaction, Contact and Humans.” RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. Our code and dataset are available for research purposes at: https://rich.is.tue.mpg.de.
We present a multi-frame narrow-baseline stereo matching algorithm based on extracting and matching edges across multiple frames. Edge matching allows us to focus on the important features at the very beginning, and deal with occlusion boundaries as well as untextured regions. Given the initial sparse matches, we fit overlapping local planes to form a coarse, over-complete representation of the scene. After breaking up the reference image in our sequence into superpixels, we perform a Markov random field optimization to assign each superpixel to one of the plane hypotheses. Finally, we refine our continuous depth map estimate using a piecewise-continuous variational optimization. Our approach successfully deals with depth discontinuities, occlusions, and large textureless regions, while also producing detailed and accurate depth maps. We show that our method out-performs competing methods on high-resolution multi-frame stereo benchmarks and is well-suited for view interpolation applications.
We present a scalable multi-view stereo method able to reconstruct accurate 3D models from hundreds of high-resolution input images. Local fusion of disparity maps obtained with semi-global matching enables the reconstruction of large scenes that do not fit into main memory. Since disparity maps may vary widely in quality and resolution, careful modeling of the 3D errors is crucial. We derive a sound stereo error model based on disparity uncertainty, which can vary spatially from tenths to several pixels. We introduce a feature based on total variation that allows pixel-wise classification of disparities into different error classes. For each class, we learn a disparity error distribution from ground-truth data using expectation maximization. We present a novel method for stochastic fusion of data with varying quality by adapting a multi-resolution volumetric fusion process that uses our error classes as a prior and models surface probabilities via an octree of voxels. Conflicts during surface extraction are resolved using visibility constraints and preference for voxels at higher resolutions. Experimental results on several challenging large-scale datasets demonstrate that our method yields improved performance both qualitatively and quantitatively.
Semi-Global Matching (SGM) is a widely-used efficient stereo matching technique. It works well for textured scenes, but fails on untextured slanted surfaces due to its fronto-parallel smoothness assumption. To remedy this problem, we propose a simple extension, termed SGM-P, to utilize precomputed surface orientation priors. Such priors favor different surface slants in different 2D image regions or 3D scene regions and can be derived in various ways. In this paper we evaluate plane orientation priors derived from stereo matching at a coarser resolution and show that such priors can yield significant performance gains for difficult weakly-textured scenes. We also explore surface normal priors derived from Manhattan-world assumptions, and we analyze the potential performance gains using oracle priors derived from ground-truth data. SGM-P only adds a minor computational overhead to SGM and is an attractive alternative to more complex methods employing higher-order smoothness terms.
Untextured scenes with complex occlusions still present challenges to modern stereo algorithms. We consider the pathological case of Mondrian Stereo — scenes consisting solely of solid-colored planar regions, inspired by paintings by Piet Mondrian. We analyze assumptions that allow disambiguating such scenes and present a novel stereo algorithm employing symbolic reasoning about matched edge segments. We demonstrate compelling stereo matching results on synthetic scenes and discuss how our insights could be utilized in robust real-world stereo algorithms for untextured environments.
We present a stereo algorithm designed for speed and efficiency that uses local slanted plane sweeps to propose disparity hypotheses for a semi-global matching algorithm. Our local plane hypotheses are derived from initial sparse feature correspondences followed by an iterative clustering step. Local plane sweeps are then performed around each slanted plane to produce out-of-plane parallax and matching-cost estimates. A final global optimization stage, implemented using semi-global matching, assigns each pixel to one of the local plane hypotheses. By only exploring a small fraction of the whole disparity space volume, our technique achieves significant speedups over previous algorithms and achieves state-of-the-art accuracy on high-resolution stereo pairs of up to 19 megapixels.
We present a structured lighting system for creating high-resolution stereo datasets of static indoor scenes with highly accurate ground-truth disparities. The system includes novel techniques for efficient 2D subpixel correspondence search and self-calibration of cameras and projectors with modeling of lens distortion. Combining disparity estimates from multiple projector positions we are able to achieve a disparity accuracy of 0.2 pixels on most observed surfaces, including in half-occluded regions. We contribute 33 new 6-megapixel datasets obtained with our system and demonstrate that they present new challenges for the next generation of stereo algorithms.
To produce images that are suitable for display, tone-mapping is widely used in digital cameras to map linear color measurements into narrow gamuts with limited dynamic range. This introduces non-linear distortion that must be undone, through a radiometric calibration process, before computer vision systems can analyze such photographs radiometrically. This paper considers the inherent uncertainty of undoing the effects of tone-mapping. We observe that this uncertainty varies substantially across color space, making some pixels more reliable than others. We introduce a model for this uncertainty and a method for fitting it to a given camera or imaging pipeline. Once fit, the model provides for each pixel in a tone-mapped digital photograph a probability distribution over linear scene colors that could have induced it. We demonstrate how these distributions can be useful for visual inference by incorporating them into estimation algorithms for a representative set of vision tasks.
We propose a novel image-based rendering algorithm for handling complex scenes that may include reflective surfaces. Our key contribution lies in treating the problem in the gradient domain. We use a standard technique to estimate scene depth, but assign depths to image gradients rather than pixels. A novel view is obtained by rendering the horizontal and vertical gradients, from which the final result is reconstructed through Poisson integration using an approximate solution as a data term. Our algorithm is able to handle general scenes including reflections and similar effects without explicitly separating the scene into reflective and transmissive parts, as required by previous work. Our prototype renderer is fully implemented on the GPU and runs in real time on commodity hardware.
We present a system for image-based modeling and rendering of real-world scenes containing reflective and glossy surfaces. Previous approaches to image-based rendering assume that the scene can be approximated by 3D proxies that enable view interpolation using traditional back-to-front or z-buffer compositing. In this work, we show how these can be generalized to multiple layers that are combined in an additive fashion to model the reflection and transmission of light that occurs at specular surfaces such as glass and glossy materials. To simplify the analysis and rendering stages, we model the world using piecewise-planar layers combined using both additive and opaque mixing of light. We also introduce novel techniques for estimating multiple depths in the scene and separating the reflection and transmission components into different layers. We then use our system to model and render a variety of real-world scenes with reflections.
Until recently, the lack of ground truth data has hindered the application of discriminative structured prediction techniques to the stereo problem. In this paper we use ground truth data sets that we have recently constructed to explore different model structures and parameter learning techniques. To estimate parameters in Markov random fields (MRFs) via maximum likelihood one usually needs to perform approximate probabilistic inference. Conditional random fields (CRFs) are discriminative versions of traditional MRFs. We explore a number of novel CRF model structures including a CRF for stereo matching with an explicit occlusion model. CRFs require expensive inference steps for each iteration of optimization and inference is particularly slow when there are many discrete states. We explore belief propagation, variational message passing and graph cuts as inference methods during learning and compare with learning via pseudolikelihood. To accelerate approximate inference we have developed a new method called sparse variational message passing which can reduce inference time by an order of magnitude with negligible loss in quality. Learning using sparse variational message passing improves upon previous approaches using graph cuts and allows efficient learning over large data sets when energy functions violate the constraints imposed by graph cuts.
This paper presents a method for joint stereo matching and object segmentation. In our approach a 3D scene is represented as a collection of visually distinct and spatially coherent objects. Each object is characterized by three different aspects: a color model, a 3D plane that approximates the object's disparity distribution, and a novel 3D connectivity property. Inspired by Markov Random Field models of image segmentation, we employ object-level color models as a soft constraint, which can aid depth estimation in powerful ways. In particular, our method is able to recover the depth of regions that are fully occluded in one input view, which to our knowledge is new for stereo matching. Our model is formulated as an energy function that is optimized via fusion moves. We show high-quality disparity and object segmentation results on challenging image pairs as well as standard benchmarks. We believe our work not only demonstrates a novel synergy between the areas of image segmentation and stereo matching, but may also inspire new work in the domain of automatic and interactive object-level scene manipulation.
This paper presents a method for joint stereo matching and object segmentation. In our approach a 3D scene is represented as a collection of visually distinct and spatially coherent objects. Each object is characterized by three different aspects: a color model, a 3D plane that approximates the object's disparity distribution, and a novel 3D connectivity property. Inspired by Markov Random Field models of image segmentation, we employ object-level color models as a soft constraint, which can aid depth estimation in powerful ways. In particular, our method is able to recover the depth of regions that are fully occluded in one input view, which to our knowledge is new for stereo matching. Our model is formulated as an energy function that is optimized via fusion moves. We show high-quality disparity and object segmentation results on challenging image pairs as well as standard benchmarks. We believe our work not only demonstrates a novel synergy between the areas of image segmentation and stereo matching, but may also inspire new work in the domain of automatic and interactive object-level scene manipulation.
The quantitative evaluation of optical flow algorithms by Barron et al. (1994) led to significant advances in performance. The challenges for optical flow algorithms today go beyond the datasets and evaluation methods proposed in that paper. Instead, they center on problems associated with complex natural scenes, including nonrigid motion, real sensor noise, and motion discontinuities. We propose a new set of benchmarks and evaluation methods for the next generation of optical flow algorithms. To that end, we contribute four types of data to test different aspects of optical flow algorithms: (1) sequences with nonrigid motion where the ground-truth flow is determined by tracking hidden fluorescent texture, (2) realistic synthetic sequences, (3) high frame-rate video used to study interpolation error, and (4) modified stereo sequences of static scenes. In addition to the average angular error used by Barron et al., we compute the absolute flow endpoint error, measures for frame interpolation error, improved statistics, and results at motion discontinuities and in textureless regions. In October 2007, we published the performance of several well-known methods on a preliminary version of our data to establish the current state of the art. We also made the data freely available on the web at http://vision.middlebury.edu/flow/ . Subsequently a number of researchers have uploaded their results to our website and published papers using the data. A significant improvement in performance has already been achieved. In this paper we analyze the results obtained to date and draw a large number of conclusions from them.
Carrick Detweiler合作论文数University of Nebraska-Lincoln
Computer Science and Engineering4
Amy Briggs合作论文数Department of Computer Science
Middlebury College3
Michael Goesele合作论文数Facebook3