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Multi-body Depth-Map Fusion with Non-intersection Constraints

机译:具有非交叉约束的多体深度映射融合

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Depthmap fusion is the problem of computing dense 3D reconstructions from a set of depthmaps. Whereas this problem has received a lot of attention for purely rigid scenes, there is remarkably little prior work for dense reconstructions of scenes consisting of several moving rigid bodies or parts. This paper therefore explores this multi-body depthmap fusion problem. A first observation in the multi-body setting is that when treated naively, ghosting artifacts will emerge, ie. the same part will be reconstructed multiple times at different positions. We therefore introduce non-intersection constraints which resolve these issues: at any point in time, a point in space can only be occupied by at most one part. Interestingly enough, these constraints can be expressed as linear inequalities and as such define a convex set. We therefore propose to phrase the multi-body depthmap fusion problem in a convex voxel labeling framework. Experimental evaluation shows that our approach succeeds in computing artifact-free dense reconstructions of the individual parts with a minimal overhead due to the non-intersection constraints.
机译:DepthMap Fusion是从一组深度图计算密集的3D重建的问题。然而,这个问题已经接受了纯粹的刚性场景的大量关注,而且有很少的事先工作,用于由几个移动的刚体或部件组成的场景的密集重建。因此,本文探讨了这种多体Depthmap融合问题。在多体设置中的第一次观察是当天然处理时,将出现重影伪影,即。相同的部分将在不同位置多次重建。因此,我们引入了解这些问题的非交叉反映约束:在任何时间点,空间中的点只能由大多数部分占用。有趣的是,这些约束可以表示为线性不等式,并且如此定义凸起。因此,我们建议在凸形体素标记框架中键化多体Depthmap融合问题。实验评估表明,我们的方法在计算各个部件的自由因子的自由义的密集重建时,由于非交叉对约束,最小的开销。

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