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Occlusions are Fleeting - Texture is Forever: Moving Past Brightness Constancy

机译:闭塞是短暂的 - 纹理永远是:移动过去的亮度恒定

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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.
机译:最近的致密单眼三维重建工作依赖于致密像素对应关系,并假设亮度恒定和显着性,因此根本无法重建低纹理或非兰伯语等玻璃或金属。遮挡边界与纹理不同,因为每个唯一视图都会生成一组唯一的闭塞。通过检测和解决遮挡边界的深度,我们通过补偿越来越多的独特视图来显示具有挑战性物体的密集重建如何与现有的单眼重建算法集成。在含有斯坦福兔子(8.5cm)的序列中,重建边缘云的点具有2.3毫米的RMS误差。

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