Alexander Neubeck’s research while affiliated with ETH Zurich and other places

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Publications (9)


Generalised Linear Pose Estimation
  • Conference Paper
  • Full-text available

January 2007

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181 Reads

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19 Citations

Andreas Ess

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Alexander Neubeck

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This paper investigates several aspects of 3D-2D camera pose estimation, aimed at robot navigation in poorly-textured scenes. The major contribution is a fast, linear algorithm for the general case with six or more points. We show how to specialise this to work with only four or five points, which is of utmost importance in a test and hypothesis framework. Our formulation allows for an easy inclusion of lines, as well as the handling of other cam- era geometries, such as stereo rigs. We also treat the special case of planar motion, a valid restriction for most indoor environments. We conclude the paper with extensive simulated tests and a real test case, which substantiate the algorithm's usability for our application domain.

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Figure 1: The concept of a BSP tree. The lines (black) are the elongations of the detected line segments (white). The numbers 1–7 refer to the recursive insertion order of the first few lines. This generates a segmentation into polygons and provides junctions (points). The junctions (asterisks) were rejected by the epipolar constraint. Intersections beyond the last Y junction are discarded (box), likewise for the elongated lines after T junctions (canceled lines). Detected line segments crossed by elongated lines are split (lines 3 and 8)  
Figure 2: Comparison of three heuristics. Each algorithm was ran 100 times on a sample scene. The result after 100 iterations is considered. The ground truth of the minimum is -36.  
Figure 3: Estimated epipolar geometry for the staicase scene.  
Figure 4: Example of a dependency graph for finding parametrised junctions. Lines (left column) are connected to incident junctions (right column). The capacity of edges from the source s indicate how many junctions can be parametrised by a line. The capacity of edges to the drain d (always 1) guarantees that each junction is only parametrised by a single line at the time.
Figure 5: Top left: initial reconstruction of the staircase scene.  

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3D from Line Segments in Two Poorly-Textured, Uncalibrated Images

June 2006

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187 Reads

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20 Citations

This paper addresses the problem of camera self-calibration, bundle adjustment and 3D reconstruction from line segments in two images of poorly-textured indoor scenes. First, we generate line segment correspondences, using an extended version of our previously proposed matching scheme. The first main contribution is a new method to identify polyhedral junctions resulting from the intersections of the line segments. At the same time, the images are segmented into planar polygons. This is done using an algorithm based on a binary space partitioning (BSP) tree. The junctions are matched end points of the detected line segments and hence can be used to obtain the epipolar geometry. The essential matrix is considered for metric camera calibration. For better stability, the second main contribution consists in a bundle adjustment on the line segments and the camera parameters that reduces the number of unknowns by a maximum flow algorithm. Finally, a piecewise-planar 3D reconstruction is computed based on the segmentation of the BSP tree. The system's performance is tested on some challenging examples.


Figure 1: BTF setup with multiple lamps and single camera. 
Figure 2: Imaging Condition
Figure 4: 3D Reconstruction of Toy Car and Painted Roof. 
Figure 5: Double Image. Top row: image pairs from the database, taken for the same viewing and lighting direction but with two different lamps. Bottom row: intensity differences of the two images (after alignment and smoothing) without (left) and with (right) lamp calibration. 
Figure 6: Computed Light Fields of Two Lamps. 
Light Source Calibration for IBR and BTF Acquisition Setups

June 2006

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151 Reads

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3 Citations

Working with IBR/BTF data requires a complete calibration. Modern setups speed up recordings by using multiple lamps and cameras. Therefore, the calibration task gets more time consuming and challenging, especially for an accurate calibration of multiple light sources. Most works are dedicated to the calibration of cameras, whereas the light field calibration problem remains as a rule overlooked. Our experiments have shown that the spatial variance of light strength can be vigorous, inducing serious damage to the IBR/BTF data. We propose a novel method based on Helmholtz reciprocity, which derives light field information directly from the target IBR/BTF data rather than from specially dedicated calibration objects. Instead of repeating the recording of a huge number of images, only one additional image is needed.


Figure 4. Computation Time in Milliseconds for one Million Pixels.  
Figure 1. Neighborhood Partitioning of a Local Maximum Candidate.  
Figure 2. Stripe Algorithm: bottom neighborhoods overlap leading to at most 3 partial maximum sequences per column.  
Efficient Non-Maximum Suppression

January 2006

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6,425 Reads

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2,017 Citations

In this work we scrutinize a low level computer vision task - non-maximum suppression (NMS) - which is a crucial preprocessing step in many computer vision applications. Especially in real time scenarios, efficient algorithms for such preprocessing algorithms, which operate on the full image resolution, are important. In the case of NMS, it seems that merely the straightforward implementation or slight improvements are known. We show that these are far from being optimal, and derive several algorithms ranging from easy-to-implement to highly-efficient


Figure 1. KULETH Dome for BTF recordings.  
Figure 2. Complicated surfaces. The oblique pixel j has no correspondence in frontal view. Therefore it is assigned to i j+1 (black circle) without influencing the final height estimation due to overwriting by the correct higher correspondence (i j+1 , j + 1).  
Figure 3. Viewpoint invariant features for a single oblique view. Top: m&ms, middle: spirelli needles, bottom: moss. mean median robust Lambertian viewpoint robust
Figure 5. Transformation of frontal view to oblique view. Left: original oblique view, middle: transformation via height map, right: simple perspective transformation.  
3D Texture Reconstruction from Extensive BTF Data

January 2005

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83 Reads

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21 Citations

Textures often result from complicated surface geome-tries. We propose a method that extracts such geometry from raw BTF data. Exploiting the huge amount of input data, only a few and rather weak assumptions about reflectance and geometry suffice. A key element of our approach are viewpoint robustness of reflectance features. We propose a few and compare them for 3D reconstruction.


Figure 5: From left to right: BG-image, FG-image, segmentation without darkness compensation (d.c.), CPU-based segmentation with MRF and d.c., GPU-based iterative segmentation with MRF, d.c. and 6 iterations. 
Figure 6: Segmentation results in indoor and outdoor environments. From left to right: BG-image, FGimage, Segmentation usind darkness compensation and 6 MRF iterations on the GPU. Processing time for each image is less than 4ms 
GPU-based foreground-background segmentation using an extended colinearity criterion

January 2005

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192 Reads

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54 Citations

We present a GPU-based foreground-background segmentation that processes image sequences in less than 4ms per frame. Change detection wrt. the background is based on a color similarity test in a small pixel neighbourhood, and is integrated into a Bayesian estimation framework. An iterative MRF-based model is applied, exploiting parallelism on modern graphics hardware. Resulting segmentation exhibits compactness and smoothness in foreground areas as well as for inter-frame temporal contigu-ity. Further refinements extend the colinearity cri-terion with compensation for dark foreground and background areas and thus improving overall per-formance.


Viewpoint Consistent Texture Synthesis.

January 2004

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148 Reads

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9 Citations

The purpose of this work is to synthesize textures of rough, real world surfaces under freely chosen viewing and illumination directions. Moreover, such textures are produced for continuously changing directions in such a way that the different textures are mutually consistent, i.e. emulate the same piece of surface. This is necessary for 3D animation. It is assumed that the mesostructure (small-scale) geometry of a surface is not known, and that the only input consists of a set of images, taken under different viewing and illumination directions. These are automatically aligned to build an appropriate bidirectional texture function (BTF). Directly extending 2D synthesis methods for pixels to complete BTF columns has drawbacks which are exposed, and a superior sequential but highly parallelizable algorithm is proposed. Examples demonstrate the quality of the results.


Interactive Multi-Marker Calibration for Augmented Reality Applications

September 2002

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1,585 Reads

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43 Citations

Industrial augmented reality (AR) applications require fast, robust, and precise tracking. In environments where conventional high-end tracking systems cannot be applied for certain reasons, marker-based tracking can be used with success as a substitute if care is taken about (1) calibration and (2) run-time tracking fidelity. In out-of-the-laboratory environments multi-marker tracking is needed because the pose estimated from a single marker is not stable enough. The overall pose estimation can be dramatically improved by fusing information from several markers fixed relative to each other compared to a single marker only. To achieve results applicable in an industrial context relative marker poses need to be properly calibrated. We propose a semiautomatic image-based calibration method requiring only minimal interaction within the workflow. Our method can be used off-line, or preferably incrementally online. When used online, our method shows reasonably good accuracy and convergence with workflow interruption of less than one second per incremental step. Thus, it can be interactively used. We illustrate our method with an industrial application scenario.


Fig. 3. defect 2D-tessellation: tile-pixels are grey coloured, invisible seams are bold, visible seams are dashed. The defect occurs as the periodicity t hor of the intermediate texture is ignored.
Fig. 4. 
Fig. 5. 
Fig. 6. top: original, bottom: normalised parallelogram with highlighted cuts, middle: cut optimisation by Kwatra, right: proposed tessellation.
Fig. 7. 
Cut-primed smart copying

62 Reads

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5 Citations

Texture synthesis through so-called 'smart copying' requires a seamless meshing of texture subparts. Current systems first select subparts that seem to globally fit well and then optimise the cut between them on a rather local scale. This order of first selecting patches and then caring about the seamless meshing reduces one's leeway in the choice of seamless cuts to a small zone of overlap between the patches. Therefore, even in the latest and smartest of smart copying approaches seams still tend to show up in the results. Here we present an approach that first looks for promising cuts, and uses these as the point of departure. It is shown that even a simple criterion for the quality of seams already supports high-quality smart copying and texture tessellation.

Citations (9)


... As φ c (β, α) = φ c (α, β) from constraint (17) this condition transforms to: ...

Reference:

Solving Energies with Higher Order Cliques
3D Texture Reconstruction from Extensive BTF Data

... Patch-based texture synthesis algorithms are working by joining the patches together, " quilting " them, and making sure that they fit well. Implementations include the simple and generic image quilting algorithm proposed by Efros and Freeman [4], the efficient graph-cut algorithm [5] and the smart-copy algorithm [6]. These techniques are much more efficient than pixel-based approach since the texture is built at a much coarser scale, while being able to keep high frequencies of the sample. ...

Cut-primed smart copying

... Indeed, the advent of specialized multi-and many-Core chip-Multiprocessors (CMP) such as Compute Unified Device Architecture (CUDA) provided by Nvidia company and Cell Broadband Engine Architecture (CBEA) by IBM, offer attractive alternatives to accelerate background subtraction algorithms. In 2005, Griesser et al. [37,38] implemented in a GPU a background subtraction algorithm based on an extended collinearity criterion methodology. This implementation takes less than 4 ms per frames. ...

GPU-based foreground-background segmentation using an extended colinearity criterion

... Later Schindler et al. [16] incorporate the Manhattanworld assumption into 3D line-based reconstruction for urban scenes, which could improve the reconstruction performance. Bay et al. [28] use line segments [29] in two images of poorly-textured indoor scenes to address camera self-calibration, bundle adjustment and 3D reconstruction. Zhang and Koch [30] propose another full line-based SfM pipeline, which introduces the Cayley representation of 3D lines and their projections to reconstruct the scene structure and estimate the camera motion. ...

3D from Line Segments in Two Poorly-Textured, Uncalibrated Images

... Existing camera array setups either consist of a few fixed cameras [10,[56][57][58][59][60][61][62][63] that sample only a slice or sparse set of the possible view directions-sometimes complemented with a turntable [21,[64][65][66][67][68][69][70][71] to cover a larger set of directions-or employ a dense hemispherical camera arrangement [5,23]. ...

Light Source Calibration for IBR and BTF Acquisition Setups

... The DLS algorithm presented by Hesch and Roumeliotis (2011) in 2011 for the central PnP problem is the first that encompasses all these characteristics simultaneously. This is achieved by (1) minimizing the object space error (Ess et al., 2007;Lu et al., 2000) instead of the image space error, which circumvents the non-linearities induced by the perspective division, (2) compressing the original set of equations in linear time to a compact, fixed size rotation-only problem (elimination of depth and translation parameters), and (3) computing the rotation as solutions to a system of multivariate polynomial equations with an algebraic geometry technique (Macaulay resultant). The same strategy was also adopted later for the generalized PnP problem by with fixed scale and by Sweeney et al. (2014) with a global scale as additional variable. ...

Generalised Linear Pose Estimation

... Berbeda dengan single-marker, metode multi-marker dapat memproses lebih dari satu marker pada setiap deteksi, dan menampilkan hasilnya pada waktu yang bersamaan. Hal ini memungkinkan penggunaan AR yang lebih interaktif karena variasi objek yang lebih luas untuk dimanipulasi dalam aplikasi [8], [9]. ...

Interactive Multi-Marker Calibration for Augmented Reality Applications