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Fast and robust techniques for 3D/2D registration and photo blending on massive point clouds

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(1)

Fast and robust techniques for 3D/2D registration and

photo blending

on massive point clouds

R. Pintus, E. Gobbetti, M.Agus, R. Combet CRS4 Visual Computing

M. Callieri

Visual Computing Group ISTI-CNR

(2)

Fast and robust techniques for creating accurate colored models

Acquisition

– 3D – laser scanners – Color – digital cameras

Point-based rendering pipeline

Mapping photo-to-geometry

– Fast and Robust Semi-Automatic Registration of Photographs to 3D Geometry

Photo blending

– A Streaming Framework for Seamless Detailed Photo

Blending on Massive Point Clouds

(3)

Point-based Rendering

Ruggero Pintus, Enrico Gobbetti, and Marco Agus. “Real-time Rendering of Massive Unstructured Raw Point Clouds using Screen-space Operators”. In The 12th International Symposium on Virtual Reality, Archaeology and Cultural Heritage, October 2011.

(4)

NORMALS RADII

(5)

Problem Statement

NORMALS RADII

(6)

Point based rendering (PBR) techniques

Continuous surface, solving visibility

Object space vs Screen space

– Point attributes (normals and radii) needed

Require only radii – [Grottel et al. 2010]

No attributes – [Wimmer et al. 2006]

– Visibility not solved

Direct visibility algorithms – [Katz et al. 2007]

and [Mehra et al. 2010]

– Compute point set convex hull – not feasible for a real-time

application

(7)

Our method

Point based rendering pipeline

Unstructured raw point clouds (no attributes)

Screen-space operators

– Direct visibility, Anisotropic filling, Shading

Real-time with massive models

– Multi-resolution out-of-core structure

Minimizing pre-computation

Suitable for quick on-site visualizations

(8)

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(9)

Input data

Unstructured raw point cloud

– Position – (Color?)

– No normals

– No influence radii

Multi-resolution out-of- core structure

– Fast pre-processing Point projection

Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(10)

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

Far Plane

Near Plane

(11)

Point projection

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(12)

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

Near Plane

Far Plane

(13)

Visibility

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

Near Plane

Far Plane

(14)

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

Near Plane

Far Plane

(15)

Visibility

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

Near Plane

Far Plane

(16)

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

Near Plane

Far Plane

(17)

Visibility

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

Near Plane

Far Plane

(18)

Screen-space implementation

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(19)

Visibility

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(20)

3D surface reconstruction

2D infilling

Multi-pass GPU shader

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

,

0

1 min 1

2

1 r z z

w

i i i

Neighbor distance from Kernel center (pixel)

Depth value of neighbor i

Depth value of current pixel Depth filter

dimension

(21)

Anisotropic filling

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(22)

Deferred shading

Multi-level shading term

– Similar to [Rusinkiewicz et al. 2006]

We start from (3x3 kernel)

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

D 0

0 0

0

0 0

0

max min

i i

d d

0 0

0 0

1 0 0

min max

1

min

i i

i i

i

d d

d d

clamp

(23)

Shape depiction

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(24)

For a level 

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

D

2

1 min

k

d

i

(25)

Shape depiction

For a level 

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

0 k

D k

2

1 min

k i k

k i

d

d

(26)

For a level 

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

10 k

D

2

1 min

k

d

i

(27)

Shape depiction

For a level 

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

20 k

D k

2

1 min

k i k

k i

d

d

(28)

For a level 

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

30 k

D

2

1 min

k

d

i

(29)

Shape depiction

Merging levels 

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

2 3

1

0

1

K

k

k i

i

k

(30)

Point projection Visibility

Shape depiction Final rendering Unstructured Raw

Point Cloud

Filling

(31)

Results

Massive unstructured raw point clouds

Integrated in a pipeline for real-time out-of- core rendering

Datasets

– Sirmione – 100Mpts – Toronto – 260Mpts

– Loggia (Brescia) – 110Mpts

(32)
(33)

Sirmione – 100Mpts

Point projection

(34)
(35)

Sirmione – 100Mpts

Our method

(36)
(37)

Sirmione – 100Mpts

Our method

(38)
(39)

Toronto – 260Mpts

Point Splat – Noisy dataset

(40)

Our Rendering – Noisy dataset

(41)

Loggia (Brescia) – 110Mpts

Point Splat – Noisy dataset

(42)

Our Rendering – Noisy dataset

(43)

Conclusion

PBR pipeline comparable to state-of-the-art techniques

Unstructured raw point clouds

Screen-space operators

Real-time with massive models

– Multi-resolution out-of-core structure – Minimizing pre-computation

Robust to noise

Suitable for quick on-site visualizations

(44)

Photo Mapping

Ruggero Pintus, Enrico Gobbetti, and Roberto Combet. “Fast and Robust Semi-Automatic

Registration of Photographs to 3D Geometry”. In The 12th International Symposium on Virtual Reality, Archaeology and Cultural Heritage, October 2011.

(45)

Problem Statement

3D Geometry Unordered Set

Of n Uncalibrated Photos

n Camera Poses

(2D/3D Registration)

(46)

Manual selection of 2D-3D matches

– Massive user intervention – Tiring and time-consuming

Automatic feature matching

– Not robust enough for a generic dataset

Semi-automatic statistical correlation

– Point cloud attributes not always provided

Geometric multi-view reconstruction

– 2D-3D problem  3D-3D registration task – dense and ordered frame sequence

Our contribution

– Minimize user intervention / Large datasets / Semi-

automatic / Multi-view based approach / No Attributes

(47)

Input Data

Dense Geometry

– Point cloud, triangle mesh, etc.

– No attributes

– No particular features

n photos

– Naïve constraints:

• Blur, Noise, Under- or over-exposured

– Sufficient overlap User

SfM Reconstruction

Coarse Registration

Refinement

Output Data

Dense 3D n Photos

(48)

Bundler [Snavely et al.

2006]

– SfM system for unordered image collections

– http://phototour.cs.washingto n.edu/bundler/

Output

– A sparse point cloud – n camera poses

– SIFT keypoints (projections of sparse 3D points)

User

SfM Reconstruction

Coarse Registration

Refinement

Output Data

Dense 3D n Photos

(49)

Coarse registration

Register two point clouds with different:

– scales

– reference frames – resolutions

Automatic methods are not robust and efficient enough

User aligns few images (one or more) to the dense

geometry

Affine transformation is applied to all cameras and sparse points

User

SfM Reconstruction

Coarse Registration

Refinement

Output Data

Dense 3D n Photos

(50)

User

SfM Reconstruction

Coarse Registration

Refinement

Output Data

Dense 3D n Photos

C

1

C

2

p j

s1,j

s2,j

pj

C Q 2,

Pj

j

F p

NN

j

F p

NN C

Q 2,

P C

N

j N

i

j i j

F i

ij

Q C NN p s

v P

C E

1 1

2

,

,

,

(51)

Refinement

Sparse Bundle

Adjustment (SBA)

– Constants – SIFT keypoints, dense 3D points

– Variables – Camera poses, sparse 3D points

– SBA

• A Generic SBA C/C++ Package Based on the Levenberg-

Marquardt Algorithm

• http://www.ics.forth.gr/~loura kis/sba/

User

SfM Reconstruction

Coarse Registration

Refinement

Output Data

Dense 3D n Photos

(52)

n camera poses

Input of photo blending

– n photos

– n camera poses

– Dense 3D geometry User

SfM Reconstruction

Coarse Registration

Refinement

Output Data

Dense 3D n Photos

(53)

Results – Photo mapping

(54)

Photo Blending

Ruggero Pintus, Enrico Gobbetti, and Marco Callieri. A Streaming Framework for Seamless Detailed Photo Blending on Massive Point Clouds. In Proc. Eurographics Area Papers. Pages 25- 32, 2011.

(55)

Problem Statement

Point Cloud Calibrated

Photos

(56)

Point Cloud Calibrated

Photos

P

(57)

Problem Statement

Point Cloud Calibrated Photos P

Colored

Point Cloud

(58)

Problem  Unlimited size of 3D model (Gpoints) and unlimited number of images

Point Cloud Calibrated Photos P

Point Cloud

(59)

Related work

State-of-the-art techniques – Image quality estimation

– Stitching or blending

Data representation

– Triangle meshes – exploit connectivity – Meshless approaches

• Both triangle meshes and point clouds

Memory settings

– All in-core – no massive geometry/images

– 3D in-core and images out-of-core – no massive geometry – All out-of-core – Low performances

Our contribution

– Blending function / Streaming framework / Massive point cloud /

Adaptive geometry refinement

(60)

Photo Stencil Per-pixel Weight

Masked Per-pixel

Weight

(61)

Simple blending

(62)
(63)

Smooth weight

(64)
(65)

Single band blending

(66)
(67)

Adaptive point refinement

(68)
(69)

Adaptive point refinement

(70)
(71)

Results

Callieri et. al 2008 – David 28M

– Disk space occupancy – 6.2GB

– Computation time – 15.5 hours

David

470Mpoints

(72)

14 Mpoint Geometry 40 photos

(73)

Results – Church’s Apse

(74)

8 Mpoint Geometry

(75)

Results – Grave

(76)

Outliers

(77)

Results – Church’s detail

(78)
(79)

Results

(80)

David 470Mpoints

Image size – 19456x53248

1Gpixel

(81)

Results

(82)

Image-to-geometry registration approach

Minimum user intervention

No constraints on geometry, attributes and features

Specific robust cost function and SBA

Out-of-core photo blending approach (Point clouds of unlimited size)

Incremental color accumulation (Unlimited number of images)

Smooth weight function (Seamless color blending)

Streaming framework (Performance improvement)

Adaptive point refinement

Future work

Automatic sparse-to-dense geometry registration

Interactive blending - adding and removing images in an interactive tool

Fast visual check of previous alignment step

(83)

Conclusion

Low cost

– Personal computer – Digital camera

– Decreased manual intervention

Open Source / Free Software

– Bundler – SfM reconstruction –

http://phototour.cs.washington.edu/bundler/

– Sparse Bundle Adjustment – SBA – Minimization – http://www.ics.forth.gr/~lourakis/sba/

– Opengl / GLSL shaders – Rendering – http://www.opengl.org/

– Qt – Interface – http://qt.nokia.com/

– Opencv – Manual registration – http://opencv.willowgarage.com/wiki/

– Spaceland Library – Geometric computation – http://spacelib.sourceforge.net/

– IIPImage – Web-based Viewer – http://iipimage.sourceforge.net/

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CRS4 – VIC

www.crs4.it/vic/

Ruggero Pintus

ruggero@crs4.it

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