Acquiring and Visualizing Compelling Interior Architecture
Summary
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The acquisition and visualization of compelling
interior architectures is one of the great challenges of computer
graphics today. Worldwide a large number of visually striking interior
designs have been created for which detailed digital models do not
exist. Our ultimate goal is to develop a robust and practical approach
for capturing the geometric and photometric details of interior
architecture as well as supporting a variety of tools and visualization
applications.
To date there is no robust, accurate, and
widespread acquisition process for interior architecture. Many
approaches in image-based rendering, 3D scanning, and computer vision
began with the objective of capturing single objects and have been
extended to acquire interior spaces. However, these approaches have
overlooked several fundamental challenges that must be addressed to
acquire interior spaces. In particular:
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Interconnected Spaces. Indoor spaces consist of a network of
narrowly interconnected spaces covering a large area; this severely
exacerbates scene reconstruction and, in particular, camera pose
estimation. Thus, while small positional errors might be tolerable,
even small camera orientation errors have huge ramifications on
distant structure estimation. In fact, simultaneously recovering
camera position and camera orientation is a fundamentally
ill-conditioned problem that cannot be solved mathematically.
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In-place Acquisition. While individual objects can be placed
on controlled stages, the size and complexity of indoor spaces makes
explicit modeling prohibitive and acquisition must, by definition,
occur in-place. Furthermore, important and compelling locations are
in frequent and continual use. This prohibits using fully controlled
scenarios and, in truth, acquisition might occur while a site is in
active use.
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Large and Tedious Task. Capturing an indoor space is extremely
tedious and monotonous. Moreover, since acquisition must obtain many
details and high accuracy often highly skilled personnel are needed.
The tedious aspect of the work and unique skill requirement has so
far prohibited many capture efforts and, altogether, is keeping us
far away from “point-and-shoot” acquisition of interior
architecture.
We are investigating a new approach to acquiring interior
architecture that is a significant departure from current acquisition
strategies and that addresses the fundamental problems that become
intrinsically challenging when acquiring indoor spaces and have to date
limited such efforts. The result will be a never seen before
semi-automatic acquisition process for indoor spaces that significantly
increases robustness and decreases acquisition time. This work will
impact computer scientists and engineers, as well as provide significant
new tools and applications for architects, designers, and curators. Our
effort is divided into the following three major research categories. |
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Geometry Reconstruction and Refinement.
Our objective of this research task is to obtain a geometric model of interior
architecture by removing completely the ill-conditioned problem of
simultaneously computing camera position and camera orientation. Achieving this
task is particularly difficult and is in considerable contrast with the current
formulation for geometry reconstruction. We formulate and use a new set of
reconstruction equations that is significantly more robust and frees us from
having to worry about accurate camera pose estimation which is very troublesome
to perform within the complex interconnected areas (or rooms) of interior
spaces.
Current Status: We have
already developed a framework for eliminating variables from the 3D
reconstruction equations. General variable elimination is hard especially when
the number of unknowns and constants in the equations is high, as is the case in
this problem. Symbolic elimination tools developed for polynomial equations
cannot typically handle the size of this problem and often produce high degree
polynomial expressions. However, in our framework we use an invariant-based
method where we parameterize the standard reconstruction equations by the
parameters to omit, generate an equivalent set of equations invariant to the
parameters, and formulate new low-degree polynomial equations that omit the
chosen pose parameters. Removing parameters makes acquisition easier but also
greatly improves the robustness of the numerical computations and yields
significantly more accurate solutions. As preliminary results, we have removed
camera orientation from standard reconstruction equations and used it to provide
a very fast 3D structure recovery approach, a significantly more robust cost
function for geometry refinement, and a notably more accurate vision-based
registration method for mixed and augmented reality. In addition, we have recent
results for removing both camera position and camera orientation parameters from
the reconstruction equations albeit with higher-degree polynomial equations and
requiring depth estimates of the tracked features. |

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Photometry Reconstruction and Refinement. The goal of this research task
is to replace explicitly modeling individual surface-light interactions with
using a highly redundant image dataset from a dense set of viewpoints. A dense
acquisition replaces complex and fragile algorithms which use interpolation to
fill-in for missing samples with more robust extrapolation and refinement to
obtain a globally-consistent photometric model without dependence on accurate
camera pose. Current
Status: We developed several preliminary methods for photometric
reconstruction using a dense sampling of images and without depending on
accurate camera pose. These methods have been applied to several datasets of
2000 to 10000 omnidirectional images of 1024x1024 pixels sampling 30 to 1000
square feet of various indoor spaces. First, we created two prototype systems
for dense acquisition in indoor environments. These prototypes use a 4D
parameterization of the plenoptic function suitable for representing the
photometric information of a bounded indoor environment with flat ground
surfaces. Second, we presented a tailored interactive image compression
algorithm. The captured images are stored in a spatial image hierarchy combined
with a model-based compression algorithm which provides quick access to images
along arbitrary viewpoint paths. Third, we described a novel high-quality image
reconstruction algorithm affording errors in pose estimation by exploiting dense
image sampling. This feature globalization algorithm detects 2D features in each
image, tracks them to neighboring images, matches with similar features, and
re-labels them as being the same. Hence, even in the presence of occluders, bad
pose, and noisy images, our results show that the redundancy provided by dense
sampling affords more correspondences to be found than other methods.
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Mobile Platform Acquisition. Our approach
rids us from having to solve the challenging task of precise localization and
requires only approximate mapping of a mobile platform. Thus, this makes
automatic navigation particularly attractive, because we can perform it robustly
and naively, yet acquire very visually compelling model information. Hence, a
semi-automatic mobile platform, requiring only minimal supervision by an
untrained technician, will capture active and in-use indoor environments in
about one day.
Current Status: We have developed
several preliminary components of a mobile acquisition platform. In initial
work, we developed an untethered mobile acquisition platform for indoor spaces
built from off-the-shelf components and radio-controlled. To obtain a 360-degree
horizontal field-of-view (FOV) and a large vertical FOV, the camera uses a
convex paraboloidal mirror with an orthographic projection. This setup
successfully captured 10,000 images in a few hours and from a constant height in
indoor environments up to 1000 square feet in size. An operator navigates this
platform via radio remote control in a simple zigzag pattern through the
environment. Pose estimates of guaranteed accuracy are triangulated from a set
of fiducials carefully placed in the environment using a heuristically-based
solution to a variation of the classical art-gallery problem. Furthermore, we
developed a multi-camera design called lag cameras to perform interactive
foreground segmentation.This camera design consists of a small cluster of
cameras where at least one camera follows (or “lags”) behind a lead camera in
order to interactively acquire space-time samples of the environment. Moving
objects can be interactively detected while the camera itself is continuously
moving through the environment.
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