Dense 3D Scene Reconstruction from Multiple Spherical Images for 3-DoF+ VR Applications

T. L. T. D. Silveira, C. Jung
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引用次数: 16

Abstract

We propose a novel method for estimating the 3D geometry of indoor scenes based on multiple spherical images. Our technique produces a dense depth map registered to a reference view so that depth-image-based-rendering (DIBR) techniques can be explored for providing three-degrees-of-freedom plus immersive experiences to virtual reality users. The core of our method is to explore large displacement optical flow algorithms to obtain point correspondences, and use cross-checking and geometric constraints to detect and remove bad matches. We show that selecting a subset of the best dense matches leads to better pose estimates than traditional approaches based on sparse feature matching, and explore a weighting scheme to obtain the depth maps. Finally, we adapt a fast image-guided filter to the spherical domain for enforcing local spatial consistency, improving the 3D estimates. Experimental results indicate that our method quantitatively outperforms competitive approaches on computer-generated images and synthetic data under noisy correspondences and camera poses. Also, we show that the estimated depth maps obtained from only a few real spherical captures of the scene are capable of producing coherent synthesized binocular stereoscopic views by using traditional DIBR methods.
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密集的三维场景重建从多个球面图像3-DoF+ VR应用
提出了一种基于多球面图像的室内场景三维几何形状估计方法。我们的技术产生一个密集的深度图注册到参考视图,以便深度图像渲染(DIBR)技术可以探索为虚拟现实用户提供三自由度和身临其境的体验。该方法的核心是探索大位移光流算法来获取点对应,并使用交叉检查和几何约束来检测和去除不良匹配。我们证明了选择最佳密集匹配的子集比基于稀疏特征匹配的传统方法可以获得更好的姿态估计,并探索了一种加权方案来获得深度图。最后,我们将快速图像引导滤波器应用于球面域,以增强局部空间一致性,提高三维估计。实验结果表明,在噪声对应和相机姿态下,我们的方法在定量上优于竞争对手的计算机生成图像和合成数据。此外,我们还表明,使用传统的DIBR方法,仅从少量真实球面捕获的场景中获得的估计深度图能够产生相干的合成双目立体视图。
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