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Photometric Stereo in Participating
Media Considering Shape-Dependent
Forward Scatter
CVPR 2018, Salt Lake City
Yuki Fujimura1 Masaaki Iiyama1
Atsushi Hashimoto1,2 Michihiko Minoh1
1Kyoto University, Japan 2OMRON SINIC X Corp., Japan
Goal: 3D reconstruction in Participating Media
2
3D reconstruction
Image degraded
by scattered light
Our method can reconstruct
a 3D shape from degrade images.
Previous method
Our method
Light scattering in participating media
3
Light is scattered by suspended particles in participating media.
Four components observed at a camera:
• Direct component
• Backscatter component
• Surface-camera forward scatter component
• Source-surface forward scatter component
44
Scattered light depends on the shape
of an object.
=> We propose an iterative algorithm.
Backscatter
removal [1]
Surface-camera
forward scatter
removal
Photometric stereo considering
source-surface forward scatter
Initial shape
Overview of our method
[1] C. Tsiotsios et al., “Backscatter Compensated Photometric Stereo with 3 Sources,” CVPR, 2014
1. How to compute
scattering components?
2. How to remove
scattering components?
5
How to compute scattering components
6
ex. Backscatter
A scattering component is the sum of scattered light on the line of sight:
Integral between the surface and camera
How to compute scattering components
7
ex. Backscatter
[2] B. Sun et al., “A Practical Analytic Single Scattering Model for Real Time Rendering,” TOG, 2005.
Lookup table [2]
How to compute scattering components
8
ex. Surface-camera forward scatter
When we observe surface point p ,
the scattered light from point q
is observed:
Kpq is the effect of surface-camera forward scatter and it also can be
computed using a lookup table.
We consider all discrete points observed at a camera:
Ls(q) : reflected light at q
: the number of pixels.
1. How to compute
scattering components?
2. How to remove
scattering components?
9
How to remove scattering components
10
Theoretically
[3] Z. Murez et al., “Photometric Stereo in a Scattering Medium,” PAMI, 2017.
A previous method [3] approximated a
scene as a plane under orthogonal
projection, and this made K a spatially-
invariant PSF.
Previous method [3]
Our method
On the other hand, we
consider spatially-
variant kernels because
of the shape-dependent
forward scatter.
Thus, it is difficult to solve this
linear system directly.
How to remove scattering components
11
The effect of the forward scatter from a distant point is small,
thus we approximate K as the effect from near points
( K : sparse matrix) and a constant term .
Experiments
12
Experiments with synthesized data
13
Synthesized
image
w/o medium Direct
+ Source-surface
FW scatter
+ Surface-camera
FW scatter
+ Backscatter
Ground truth Iteration 1 2 3 4 5
Error (deg.) 5.20 4.65 1.43 1.29 1.29
Normals
Angular
error
Shape
Experiments with real data
14
We put a target object in the tank and pour diluted milk as
a participating medium.
Experimental environment
60-cm cubic tank
Experiments with real data
15
Observed
image
After
backscatter
removal
[1] C. Tsiotsios et al., “Backscatter Compensated Photometric Stereo with 3 Sources,” CVPR, 2014
Ground truth Iteration 1 2 3 4
Error (deg.) 19.48 5.96 4.38 3.62 3.66
Backscatter
only [1]
Experiments with real data
16
Backscatter
only[1]
Ourmethod
Concentration
Water
highlow
[1] C. Tsiotsios et al., “Backscatter Compensated Photometric Stereo with 3 Sources,” CVPR, 2014
Conclusion
• We have proposed photometric stereo in participating
media.
• Our method models shape-dependent forward scatter.
﹣To compute the forward scatter, we use an
analytical form using a lookup table.
﹣The sparse matrix approximation enable its
removal.
• Experiments with synthesized and real data
demonstrated that our method can improve 3D
reconstruction in participating media.
17

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Photometric Stereo in Participating Media Considering Shape-Dependent Forward Scatter

  • 1. Photometric Stereo in Participating Media Considering Shape-Dependent Forward Scatter CVPR 2018, Salt Lake City Yuki Fujimura1 Masaaki Iiyama1 Atsushi Hashimoto1,2 Michihiko Minoh1 1Kyoto University, Japan 2OMRON SINIC X Corp., Japan
  • 2. Goal: 3D reconstruction in Participating Media 2 3D reconstruction Image degraded by scattered light Our method can reconstruct a 3D shape from degrade images. Previous method Our method
  • 3. Light scattering in participating media 3 Light is scattered by suspended particles in participating media. Four components observed at a camera: • Direct component • Backscatter component • Surface-camera forward scatter component • Source-surface forward scatter component
  • 4. 44 Scattered light depends on the shape of an object. => We propose an iterative algorithm. Backscatter removal [1] Surface-camera forward scatter removal Photometric stereo considering source-surface forward scatter Initial shape Overview of our method [1] C. Tsiotsios et al., “Backscatter Compensated Photometric Stereo with 3 Sources,” CVPR, 2014
  • 5. 1. How to compute scattering components? 2. How to remove scattering components? 5
  • 6. How to compute scattering components 6 ex. Backscatter A scattering component is the sum of scattered light on the line of sight: Integral between the surface and camera
  • 7. How to compute scattering components 7 ex. Backscatter [2] B. Sun et al., “A Practical Analytic Single Scattering Model for Real Time Rendering,” TOG, 2005. Lookup table [2]
  • 8. How to compute scattering components 8 ex. Surface-camera forward scatter When we observe surface point p , the scattered light from point q is observed: Kpq is the effect of surface-camera forward scatter and it also can be computed using a lookup table. We consider all discrete points observed at a camera: Ls(q) : reflected light at q : the number of pixels.
  • 9. 1. How to compute scattering components? 2. How to remove scattering components? 9
  • 10. How to remove scattering components 10 Theoretically [3] Z. Murez et al., “Photometric Stereo in a Scattering Medium,” PAMI, 2017. A previous method [3] approximated a scene as a plane under orthogonal projection, and this made K a spatially- invariant PSF. Previous method [3] Our method On the other hand, we consider spatially- variant kernels because of the shape-dependent forward scatter. Thus, it is difficult to solve this linear system directly.
  • 11. How to remove scattering components 11 The effect of the forward scatter from a distant point is small, thus we approximate K as the effect from near points ( K : sparse matrix) and a constant term .
  • 13. Experiments with synthesized data 13 Synthesized image w/o medium Direct + Source-surface FW scatter + Surface-camera FW scatter + Backscatter Ground truth Iteration 1 2 3 4 5 Error (deg.) 5.20 4.65 1.43 1.29 1.29 Normals Angular error Shape
  • 14. Experiments with real data 14 We put a target object in the tank and pour diluted milk as a participating medium. Experimental environment 60-cm cubic tank
  • 15. Experiments with real data 15 Observed image After backscatter removal [1] C. Tsiotsios et al., “Backscatter Compensated Photometric Stereo with 3 Sources,” CVPR, 2014 Ground truth Iteration 1 2 3 4 Error (deg.) 19.48 5.96 4.38 3.62 3.66 Backscatter only [1]
  • 16. Experiments with real data 16 Backscatter only[1] Ourmethod Concentration Water highlow [1] C. Tsiotsios et al., “Backscatter Compensated Photometric Stereo with 3 Sources,” CVPR, 2014
  • 17. Conclusion • We have proposed photometric stereo in participating media. • Our method models shape-dependent forward scatter. ﹣To compute the forward scatter, we use an analytical form using a lookup table. ﹣The sparse matrix approximation enable its removal. • Experiments with synthesized and real data demonstrated that our method can improve 3D reconstruction in participating media. 17