Full text: Proceedings, XXth congress (Part 5)

  
    
   
   
  
   
   
   
  
   
  
  
   
  
  
  
   
   
  
   
   
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part B5. Istanbul 2004 
Additionally to the image orientation, we can offer the 
knowledge of the approximate shape of the object. This is 
especially the case, after performing volume intersection. The 
idea is to approximate the image patch on the surface of the 
object itself. This patch will then be projected into all 
candidates for the image matching. Hence, we need to construct 
the tangential surface at the voxel of interest. The computation 
of surface normal vector has already been described as: 
ñ(z-p)=0 
What we would like to do now is to create a rectangular patch 
on that surface. It follows that we need a local 2D coordinate 
system, as seen in Figure 8. 
We will now create the vector x, with the following two 
conditions: it is perpendicular to » and parallel to the XY plane. 
It follows that: 
f x | 
dx zo £e (8) 
io) 
and: 
A1 =0> Xp Sy En Es XpXytY4 x70 (9) 
Choosing x, = n, and y, = -n, delivers the desired vector. The 
construction of the vector y can be derived by taking the cross 
product of n and x. Figure 9 shows the improvement to the 
patches when considering the object shape. We can clearly see 
a difference between the original slave patches while the 
knowledge based patches show less variety. 
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
G 
Figure 9: The improvement of taking the object shape into 
account 
6. SHELL CARVING 
As the name suggests, in this approach we want to carve away 
the false voxels on the outer shell of the visual hull. First we 
create the SVL. All these surface voxels should be processed 
one by one. For each voxel, we will check if it is part of the true 
surface. The algorithm will stop, if in a shell no voxels are 
considered false or if a maximum carving depth has been 
reached. 
Very briefly, the algorithm can be separated into the following 
steps: 
e Create surface voxel list. 
e For cach voxel: 
e Select three, at least two images with the best view. 
e Perform image matching in the selected images. 
e Carve the voxel, if considered different; Set a fixed- 
flag, if considered equal. 
Now, we want to check each voxel, if it is part of the true 
surface, hence if it is projected into corresponding image 
templates. Therefore, we need to find at least two images, in 
which this voxel is visible. From the set of images, we can first 
exclude those, where the voxel is occluded (see Figure 3). From 
the remaining set of images, we will have to choose two or 
three images, where we can assume the best visibility. This 
assumption is based on the surface normal vector. 
If we have two images, we can perform an image matching to 
sec whether the voxel projects into corresponding image points 
or not. When three images are available, we can crosscheck the 
similarity with another pair of templates to improve reliability. 
At this point, the knowledge based patch distortion can be 
applied for a more reliable template matching. 
Once a voxel has been found true, a flag is set, stating that this 
voxel is true and should not be considered again. Voxels, which 
are projected to different image patches, will be carved. So shell 
by shell, we will normally have an increasing number of fixed 
voxels, and a decreasing number of carved voxels, until this 
number drops below a certain threshold or until a maximum 
carving depth has been reached. 
The alternate approach is voting-based carving which evaluates 
every sensible combination of image matching before deciding 
to carve the voxel or not. For this purpose, a second cube is 
introduced, which will store the votes of the single decisions. 
Here, we introduce two counters. The first one keeps track of 
all comparisons we made. The second counts the number of 
successful comparisons. The comparison can be made with any 
of the previously introduced matching approaches, with or 
without knowledge based patch distortion. However, the two 
counter numbers tell us now the percentage of successful 
comparisons. Applying a threshold to this percentage will either 
carve or leave the voxel. 
Nevertheless, we are storing the actual voting value inside a 
new cube. For visualization purposes, this value is scaled to fit 
the value range of 0...255, hence percentage*2.55 is actually 
stored into the cube. When we now visualize the cube, we can 
clearly see how the single surface voxels were considered. The 
lighter the value, the more certainly it is a surface voxel, and 
the darker, the safer it is to carve. Figure 10 illustrates the 
results of the voting. 
   
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Figure 10: D
	        
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