3Deflicker from motion

Y. Swirski, Y. Schechner
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引用次数: 15

Abstract

Spatio-temporal irradiance variations are created by some structured light setups. They also occur naturally underwater, where they are termed flicker. Underwater, visibility is also affected by water scattering. Methods for overcoming or exploiting flicker or scatter exist, when the imaging geometry is static or quasi-static. This work removes the need for quasi-static scene-object geometry under flickering illumination. A scene is observed from a free moving platform that carries standard frame-rate stereo cameras. The 3D scene structure is illumination invariant. Thus, as a reference for motion estimation, we use projections of stereoscopic range maps, rather than object radiance. Consequently, each object point can be tracked and then filtered in time, yielding deflickered videos. Moreover, since objects are viewed from different distances as the stereo rig moves, scattering effects on the images are modulated. This modulation, the recovered camera poses, 3D structure and de-flickered images yield inversion of scattering and recovery of the water attenuation coefficient. Thus, coupled difficult problems are solved in a single framework. This is demonstrated in underwater field experiments and in a lab.
从运动中闪避
时空辐照度变化是由一些结构光装置产生的。它们也自然地发生在水下,在那里它们被称为闪烁。在水下,能见度也受到水散射的影响。当成像几何为静态或准静态时,存在克服或利用闪烁或散射的方法。这项工作消除了在闪烁照明下对准静态场景物体几何的需要。从一个携带标准帧率立体摄像机的自由移动平台上观察场景。三维场景结构是光照不变的。因此,作为运动估计的参考,我们使用立体距离图的投影,而不是物体的亮度。因此,每个目标点都可以被跟踪,然后及时过滤,产生闪烁的视频。此外,由于物体在立体设备移动时从不同的距离观看,因此对图像的散射效应是调制的。这种调制、恢复的相机姿态、三维结构和去闪烁图像产生了散射反演和水衰减系数的恢复。因此,耦合难题在单一框架中得到解决。这在水下现场实验和实验室中得到了证明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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