Occlusions are Fleeting – Texture is Forever: Moving Past Brightness Constancy
Conference Paper, Proceedings of IEEE Winter Conference on Applications of Computer Vision (WACV '17), pp. 273 - 281, March, 2017
Abstract
Recent work in dense monocular 3D reconstruction relies on dense pixel correspondences and assumes brightness constancy and saliency, and thus are fundamentally unable to reconstruct low-textured or non-lambertian objects such as glass or metal. Occlusion boundaries differ from texture in that each unique view generates a unique set of occlusions. By detecting and solving for the depths of occlusion boundaries, we show how dense reconstructions of challenging objects can be integrated with existing monocular reconstruction algorithms by compensating with an increasing number of unique views. In a sequence containing the Stanford Bunny (8.5 cm) the points of our reconstructed edge cloud have an RMS error of 2.3 mm.
BibTeX
@conference{Ham-2017-121038,author = {C. Ham and S. Singh and S. Lucey},
title = {Occlusions are Fleeting - Texture is Forever: Moving Past Brightness Constancy},
booktitle = {Proceedings of IEEE Winter Conference on Applications of Computer Vision (WACV '17)},
year = {2017},
month = {March},
pages = {273 - 281},
}
Copyright notice: This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. These works may not be reposted without the explicit permission of the copyright holder.