Structured light-based depth sensors provide accurate depth information independently of the scene appearance by extracting pattern positions from the captured pixel intensities. Spatial neighborhood encoding, in particular, is a popular structured light approach for off-the-shelf hardware. However, it suffers from the distortion and fragmentation of the projected pattern by the scene’s geometry in the vicinity of a pixel. This forces algorithms to find a delicate balance between depth prediction accuracy and robustness to pattern fragmentation or appearance change. While stereo matching provides more robustness at the expense of accuracy, we show that learning to regress a pixel’s position within the projected pattern is not only more accurate when combined with classification but can be made equally robust. We propose to split the regression problem into smaller classification sub-problems in a coarse-to-fine manner with the use of a weight-adaptive layer that efficiently implements branching per-pixel Multilayer Perceptrons applied to features extracted by a Convolutional Neural Network. As our approach requires full supervision, we train our algorithm on a rendered dataset sufficiently close to the real-world domain. On a separately captured real-world dataset, we show that our network outperforms state-of-the-art and is significantly more robust than other regression-based approaches.
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In this paper, we propose a two-stage omnidirectional depth estimation framework with multi-view 360-degree cameras. The framework first estimates the depth maps from different camera pairs via omnidirectional stereo matching and then fuses the depth maps to achieve robustness against mud spots, water drops on camera lenses, and glare caused by intense light. We adopt spherical feature learning to address the distortion of panoramas. In addition, a synthetic 360-degree dataset consisting of 12K road scene panoramas and 3K ground truth depth maps is presented to train and evaluate 360-degree depth estimation algorithms. Our dataset takes soiled camera lenses and glare into consideration, which is more consistent with the real-world environment. Experimental results show that the proposed framework generates reliable results in both synthetic and real-world environments, and it achieves state-of-the-art performance on different datasets. The code and data are available at https://github.com/nju-ee/MODE-2022
The increasing availability of video recordings made by multiple cameras has offered new means for mitigating occlusion and depth ambiguities in pose and motion reconstruction methods. Yet, multi-view algorithms strongly depend on camera parameters, particularly on relative transformations between the cameras. Such a dependency becomes a hurdle once shifting to dynamic capture in uncontrolled settings. We introduce FLEX (Free muLti-view rEconstruXion), an end-to-end extrinsic parameter-free multi-view model. FLEX is extrinsic parameter-free (dubbed ep-free) in the sense that it does not require extrinsic camera parameters. Our key idea is that the 3D angles between skeletal parts, as well as bone lengths, are invariant to the camera position. Hence, learning 3D rotations and bone lengths rather than locations allows for predicting common values for all camera views. Our network takes multiple video streams, learns fused deep features through a novel multi-view fusion layer, and reconstructs a single consistent skeleton with temporally coherent joint rotations. We demonstrate quantitative and qualitative results on three public data sets, and on multi-person synthetic video streams captured by dynamic cameras. We compare our model to state-of-the-art methods that are not ep-free and show that in the absence of camera parameters, we outperform them by a large margin while obtaining comparable results when camera parameters are available. Code, trained models, and other materials are available on https://briang13.github.io/FLEX.
Recent advances in radiance fields enable photorealistic rendering of static or dynamic 3D scenes, but still do not support explicit deformation that is used for scene manipulation or animation. In this paper, we propose a method that enables a new type of deformation of the radiance field: free-form radiance field deformation. We use a triangular mesh that encloses the foreground object called cage as an interface, and by manipulating the cage vertices, our approach enables the free-form deformation of the radiance field. The core of our approach is cage-based deformation which is commonly used in mesh deformation. We propose a novel formulation to extend it to the radiance field, which maps the position and the view direction of the sampling points from the deformed space to the canonical space, thus enabling the rendering of the deformed scene. The deformation results of the synthetic datasets and the real-world datasets demonstrate the effectiveness of our approach.
Coordinate-MLPs are emerging as an effective tool for modeling multidimensional continuous signals, overcoming many drawbacks associated with discrete grid-based approximations. However, coordinate-MLPs with ReLU activations, in their rudimentary form, demonstrate poor performance in representing signals with high fidelity, promoting the need for positional embedding layers. Recently, Sitzmann et al. proposed a sinusoidal activation function that has the capacity to omit positional embedding from coordinate-MLPs while still preserving high signal fidelity. Despite its potential, ReLUs are still dominating the space of coordinate-MLPs; we speculate that this is due to the hyper-sensitivity of networks -- that employ such sinusoidal activations -- to the initialization schemes. In this paper, we attempt to broaden the current understanding of the effect of activations in coordinate-MLPs, and show that there exists a broader class of activations that are suitable for encoding signals. We affirm that sinusoidal activations are only a single example in this class, and propose several non-periodic functions that empirically demonstrate more robust performance against random initializations than sinusoids. Finally, we advocate for a shift towards coordinate-MLPs that employ these non-traditional activation functions due to their high performance and simplicity.
Recent advances in 3D semantic segmentation with deep neural networks have shown remarkable success, with rapid performance increase on available datasets. However, current 3D semantic segmentation benchmarks contain only a small number of categories -- less than 30 for ScanNet and SemanticKITTI, for instance, which are not enough to reflect the diversity of real environments (e.g., semantic image understanding covers hundreds to thousands of classes). Thus, we propose to study a larger vocabulary for 3D semantic segmentation with a new extended benchmark on ScanNet data with 200 class categories, an order of magnitude more than previously studied. This large number of class categories also induces a large natural class imbalance, both of which are challenging for existing 3D semantic segmentation methods. To learn more robust 3D features in this context, we propose a language-driven pre-training method to encourage learned 3D features that might have limited training examples to lie close to their pre-trained text embeddings. Extensive experiments show that our approach consistently outperforms state-of-the-art 3D pre-training for 3D semantic segmentation on our proposed benchmark (+9% relative mIoU), including limited-data scenarios with +25% relative mIoU using only 5% annotations.
AR/VR applications and robots need to know when the scene has changed. An example is when objects are moved, added, or removed from the scene. We propose a 3D object discovery method that is based only on scene changes. Our method does not need to encode any assumptions about what is an object, but rather discovers objects by exploiting their coherent move. Changes are initially detected as differences in the depth maps and segmented as objects if they undergo rigid motions. A graph cut optimization propagates the changing labels to geometrically consistent regions. Experiments show that our method achieves state-of-the-art performance on the 3RScan dataset against competitive baselines. The source code of our method can be found at https://github.com/katadam/ObjectsCanMove.
Image guided depth completion aims to recover per-pixel dense depth maps from sparse depth measurements with the help of aligned color images, which has a wide range of applications from robotics to autonomous driving. However, the 3D nature of sparse-to-dense depth completion has not been fully explored by previous methods. In this work, we propose a Graph Convolution based Spatial Propagation Network (GraphCSPN) as a general approach for depth completion. First, unlike previous methods, we leverage convolution neural networks as well as graph neural networks in a complementary way for geometric representation learning. In addition, the proposed networks explicitly incorporate learnable geometric constraints to regularize the propagation process performed in three-dimensional space rather than in two-dimensional plane. Furthermore, we construct the graph utilizing sequences of feature patches, and update it dynamically with an edge attention module during propagation, so as to better capture both the local neighboring features and global relationships over long distance. Extensive experiments on both indoor NYU-Depth-v2 and outdoor KITTI datasets demonstrate that our method achieves the state-of-the-art performance, especially when compared in the case of using only a few propagation steps. Code and models are available at the project page.
We present Neural Strands, a novel learning framework for modeling accurate hair geometry and appearance from multi-view image inputs. The learned hair model can be rendered in real-time from any viewpoint with high-fidelity view-dependent effects. Our model achieves intuitive shape and style control unlike volumetric counterparts. To enable these properties, we propose a novel hair representation based on a neural scalp texture that encodes the geometry and appearance of individual strands at each texel location. Furthermore, we introduce a novel neural rendering framework based on rasterization of the learned hair strands. Our neural rendering is strand-accurate and anti-aliased, making the rendering view-consistent and photorealistic. Combining appearance with a multi-view geometric prior, we enable, for the first time, the joint learning of appearance and explicit hair geometry from a multi-view setup. We demonstrate the efficacy of our approach in terms of fidelity and efficiency for various hairstyles.
Translation averaging methods use the consistency of input translation directions to solve for camera translations. However, translation directions obtained using epipolar geometry are error-prone. This paper argues that the improved accuracy of translation averaging should be leveraged to mitigate the errors in the input translation direction estimates. To this end, we introduce weights for individual correspondences which are iteratively refined to yield improved translation directions. In turn, these refined translation directions are averaged to obtain camera translations. This results in an alternating approach to translation averaging. The modularity of our framework allows us to use existing translation averaging methods and improve their results. The efficacy of the scheme is demonstrated by comparing performance with state-of-the-art methods on a number of real-world datasets. We also show that our approach yields reasonably good 3D reconstructions with straightforward triangulation, i.e. without any bundle adjustment iterations.
3D scene flow estimation from point clouds is a low-level 3D motion perception task in computer vision. Flow embedding is a commonly used technique in scene flow estimation, and it encodes the point motion between two consecutive frames. Thus, it is critical for the flow embeddings to capture the correct overall direction of the motion. However, previous works only search locally to determine a soft correspondence, ignoring the distant points that turn out to be the actual matching ones. In addition, the estimated correspondence is usually from the forward direction of the adjacent point clouds, and may not be consistent with the estimated correspondence acquired from the backward direction. To tackle these problems, we propose a novel all-to-all flow embedding layer with backward reliability validation during the initial scene flow estimation. Besides, we investigate and compare several design choices in key components of the 3D scene flow network, including the point similarity calculation, input elements of predictor, and predictor & refinement level design. After carefully choosing the most effective designs, we are able to present a model that achieves the state-of-the-art performance on FlyingThings3D and KITTI Scene Flow datasets. Our proposed model surpasses all existing methods by at least 38.2% on FlyingThings3D dataset and 24.7% on KITTI Scene Flow dataset for EPE3D metric. We release our codes at https://github.com/IRMVLab/3DFlow.
Casual videos, such as those captured in daily life using a hand-held cell phone, pose problems for conventional structure-from-motion (SfM) techniques: the camera is often roughly stationary (not much parallax), and a large portion of the video may contain moving objects. Under such conditions, state-of-the-art SfM methods tend to produce erroneous results, often failing entirely. To address these issues, we propose CasualSAM, a method to estimate camera poses and dense depth maps from a monocular, casually-captured video. Like conventional SfM, our method performs a joint optimization over 3D structure and camera poses, but uses a pretrained depth prediction network to represent 3D structure rather than sparse keypoints. In contrast to previous approaches, our method does not assume motion is rigid or determined by semantic segmentation, instead optimizing for a per-pixel motion map based on reprojection error. Our method sets a new state-of-the-art for pose and depth estimation on the Sintel dataset, and produces high-quality results for the DAVIS dataset where most prior methods fail to produce usable camera poses.
Traditionally, 3D indoor scene reconstruction from posed images happens in two phases: per-image depth estimation, followed by depth merging and surface reconstruction. Recently, a family of methods have emerged that perform reconstruction directly in final 3D volumetric feature space. While these methods have shown impressive reconstruction results, they rely on expensive 3D convolutional layers, limiting their application in resource-constrained environments. In this work, we instead go back to the traditional route, and show how focusing on high quality multi-view depth prediction leads to highly accurate 3D reconstructions using simple off-the-shelf depth fusion. We propose a simple state-of-the-art multi-view depth estimator with two main contributions: 1) a carefully-designed 2D CNN which utilizes strong image priors alongside a plane-sweep feature volume and geometric losses, combined with 2) the integration of keyframe and geometric metadata into the cost volume which allows informed depth plane scoring. Our method achieves a significant lead over the current state-of-the-art for depth estimation and close or better for 3D reconstruction on ScanNet and 7-Scenes, yet still allows for online real-time low-memory reconstruction. Code, models and results are available at https://nianticlabs.github.io/simplerecon.
A new algorithm is proposed to accelerate the RANSAC model quality calculations. The method is based on partitioning the joint correspondence space, e.g., 2D-2D point correspondences, into a pair of regular grids. The grid cells are mapped by minimal sample models, estimated within RANSAC, to reject correspondences that are inconsistent with the model parameters early. The proposed technique is general. It works with arbitrary transformations even if a point is mapped to a point set, e.g., as a fundamental matrix maps to epipolar lines. The method is tested on thousands of image pairs from publicly available datasets on fundamental and essential matrix, homography and radially distorted homography estimation. On average, the proposed space partitioning algorithm reduces the RANSAC run-time by 41% with provably no deterioration in the accuracy. When combined with SPRT, the run-time drops to its 30%.It can be straightforwardly plugged into any state-of-the-art RANSAC framework.
DiffuStereo: High Quality Human Reconstruction via Diffusion-Based Stereo Using Sparse Cameras
PDF ↗We propose DiffuStereo, a novel system using only sparse cameras (8 in this work) for high-quality 3D human reconstruction. At its core is a novel diffusion-based stereo module, which introduces diffusion models, a type of powerful generative models, into the iterative stereo matching network. To this end, we design a new diffusion kernel and additional stereo constraints to facilitate stereo matching and depth estimation in the network. We further present a multi-level stereo network architecture to handle high-resolution (up to 4k) inputs without requiring unaffordable memory footprint. Given a set of sparse-view color images of a human, the proposed multi-level diffusion-based stereo network can produce highly accurate depth maps, which are then converted into a high-quality 3D human model through an efficient multi-view fusion strategy. Overall, our method enables automatic reconstruction of human models with quality on par to high-end dense-view camera rigs, and this is achieved using a much more light-weight hardware setup. Experiments show that our method outperforms state-of-the-art methods by a large margin both qualitatively and quantitatively.
Semantic scene reconstruction from point cloud is an essential and challenging task for 3D scene understanding. This task requires not only to recognize each instance in the scene, but also to recover their geometries based on the partial observed point cloud. Existing methods usually attempt to directly predict occupancy values of the complete object based on incomplete point cloud proposals from a detection-based backbone. However, this framework always fails to reconstruct high fidelity mesh due to the obstruction of various detected false positive object proposals and the ambiguity of incomplete point observations for learning occupancy values of complete objects. To circumvent the hurdle, we propose a Disentangled Instance Mesh Reconstruction (DIMR) framework for effective point scene understanding. A segmentation-based backbone is applied to reduce false positive object proposals, which further benefits our exploration on the relationship between recognition and reconstruction. Based on the accurate proposals, we leverage a mesh-aware latent code space to disentangle the processes of shape completion and mesh generation, relieving the ambiguity caused by the incomplete point observations. Furthermore, with access to the CAD model pool at test time, our model can also be used to improve the reconstruction quality by performing mesh retrieval without extra training. We thoroughly evaluate the reconstructed mesh quality with multiple metrics, and demonstrate the superiority of our method on the challenging ScanNet dataset. Code is available at https://github.com/ashawkey/dimr.
This paper presents a novel coarse-to-fine multi-view stereo (MVS) algorithm called importance-sampling-based MVSNet (IS-MVSNet) to address a crucial problem of limited depth resolution adopted by current learning-based MVS methods. We proposed an importance-sampling module for sampling candidate depth, effectively achieving higher depth resolution and yielding better point-cloud results while introducing no additional cost. Furthermore, we proposed an unsupervised error distribution estimation method for adjusting the density variation of the importance-sampling module. Notably, the proposed sampling module does not require any additional training and works reasonably well with the pre-trained weights of the baseline model. Our proposed method leads to up to 20x promotion on the most refined depth resolution, thus significantly benefiting most scenarios and excellently superior on fine details. As a result, IS-MVSNet outperforms all the published papers on TNT’s intermediate benchmark with an F-score of 62.82%. Code is available at github.com/NoOneUST/IS-MVSNet.
GraphFit: Learning Multi-Scale Graph-Convolutional Representation for Point Cloud Normal Estimation
PDF ↗We propose a precise and efficient normal estimation method that can deal with noise and nonuniform density for unstructured 3D point clouds. Unlike existing approaches that directly take patches and ignore the local neighborhood relationships, which make them susceptible to challenging regions such as sharp edges, we propose to learn graph convolutional feature representation for normal estimation, which emphasizes more local neighborhood geometry and effectively encodes intrinsic relationships. Additionally, we design a novel adaptive module based on the attention mechanism to integrate point features with their neighboring features, hence further enhancing the robustness of the proposed normal estimator against point density variations. To make it more distinguishable, we introduce a multi-scale architecture in the graph block to learn richer geometric features. Our method outperforms competitors with the state-of-the-art accuracy on various benchmark datasets, and is quite robust against noise, outliers, as well as the density variations.
We present a novel method to compute the 6DOF relative pose of multi-camera systems using two affine correspondences (ACs). Existing solutions to the multi-camera relative pose estimation are either restricted to special cases of motion, have too high computational complexity, or require too many point correspondences (PCs). Thus, these solvers impede an efficient or accurate relative pose estimation when applying RANSAC as a robust estimator. This paper shows that the relative pose estimation problem using ACs permits a feasible minimal solution, when exploiting the geometric constraints between ACs and multi-camera systems using a special parameterization. We present a problem formulation based on two ACs that encompass two common types of ACs across two views, i.e., inter-camera and intra-camera. Experiments on both virtual and real multi-camera systems prove that the proposed solvers are more efficient than the state-of-the-art algorithms, while resulting in a better relative pose accuracy. Source code is available at https://github.com/jizhaox/relpose-mcs-depth.
CoVisPose: Co-Visibility Pose Transformer for Wide-Baseline Relative Pose Estimation in 360° Indoor Panoramas
PDF ↗We present CoVisPose, a new end-to-end supervised learning method for relative camera pose estimation in wide baseline 360 indoor panoramas. To address the challenges of occlusion, perspective changes, and textureless or repetitive regions, we generate rich representations for direct pose regression by jointly learning dense bidirectional visual overlap, correspondence, and layout geometry. We estimate three image column-wise quantities: co-visibility (the probability that a given column’s image content is seen in the other panorama), angular correspondence (angular matching of columns across panoramas), and floor layout (the vertical floor-wall boundary angle). We learn these dense outputs by applying a transformer over the image-column feature sequences, which cover the full 360 field-of-view (FoV) from both panoramas. The resultant rich representation supports learning robust relative poses with an efficient 1D convolutional decoder. In addition to learned direct pose regression with scale, our network also supports pose estimation through a RANSAC-based rigid registration of the predicted corresponding layout boundary points. Our method is robust to extremely wide baselines with very low visual overlap, as well as significant occlusions. We improve upon the SOTA by a large margin, as demonstrated on a large-scale dataset of real homes, ZInD.