阴影与立体视觉的形状协同研究进展

H. Lange
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引用次数: 19

摘要

在三维场景重建领域,本文提出了阴影和立体视觉的形状合作,并演示了如何克服一些先前遇到的问题。通过将物理世界的互补知识整合到一个系统的概念,解决了用于克服模块不适定问题的应用假设、正则化项和物理模型的简化问题。通过引入异构系统的协作概念,解决了同质系统中集成模块时由于使用非最优解析方法和参数列表过长的问题。当仅使用初始条件和边界条件进行合作时,通过同时引入两个模块对所有图像点的约束,解决了从立体视觉到阴影形状的误差传播问题。通过引入更复杂的物理模型,克服了真实场景使用过于简单的物理模型和立体视觉不一致的物理模型造成的阴影形状问题。透视投影,点光源和Phong的反射模型。利用模拟退火方法解决了用相关性作为分辨率方法时由于缺乏全局质量约束而导致的立体视觉问题。使用灰度作为相似性约束和假设朗伯曲面所产生的立体视觉问题,可以通过使用形状和阴影的光度特征来解决。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Advances in the cooperation of shape from shading and stereo vision
In the domain of 3D scene reconstruction this work presents the cooperation of shape from shading and stereo vision and demonstrates how to overcome a certain number of previously encountered problems. The problems of application assumptions, regularization terms and simplifications of physical models, used to overcome the problem of the modules of being ill-posed, are solved by the concept of integrating complementary knowledge of the physical world into one system. The problems due to the use of non-optimal resolution methods and too long parameter lists when the modules are integrated in a homogeneous system, are solved by the introduction of a cooperation concept for heterogeneous systems. The problem of error propagation from stereo vision to shape from shading, when only the initial and border conditions are used for the cooperation, is solved by the introduction of simultaneous constraints from both modules on all image points. The shape from shading problems of using too simple physical models for real scenes and inconsistent physical models with stereo vision are overcome by the introduction of more complex physical models. Perspective projection, point light sources and Phong's reflection model. The stereo vision problem caused by the lack of a global quality constraint when correlation is used as resolution method, is solved by using simulated annealing. The stereo vision problem arising from the use of the gray-levels for the resemblance constraint and so assuming lambertian surfaces, is solved by using the photometric characteristics from shape from shading instead.
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