In this paper, we address the shape-from-shading problem by training deep networks with synthetic images. Unlike conventional approaches that combine deep learning and synthetic imagery, we propose an approach that does not need any external shape dataset to render synthetic images. Our approach consists of two synergistic processes: the evolution of complex shapes from simple primitives, and the training of a deep network for shape-from-shading. The evolution generates better shapes guided by the network training, while the training improves by using the evolved shapes. We show that our approach achieves state-of-the-art performance on a shape-from-shading benchmark.
In addition to real world data, synthetic imagery has also been explored as a source of supervision. Promising results have been demonstrated on diverse 3D tasks such as pose estimation @cite_0 @cite_22 @cite_44 , optical flow @cite_1 , object reconstruction @cite_42 @cite_41 , and surface normal estimation @cite_24 . Such advances have been made possible by concomitant efforts to collect 3D content needed for rendering. In particular, the 3D shapes have come from a variety of sources, including online CAD model repositories @cite_3 @cite_30 , interior design sites @cite_24 , video games @cite_14 @cite_43 , and movies @cite_1 .
@cite_30 @cite_14 @cite_22 @cite_41 @cite_42 @cite_1 @cite_3 @cite_0 @cite_44 @cite_24 @cite_43
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We propose a probabilistic formulation of joint silhouette extraction and 3D reconstruction given a series of calibrated 2D images. Instead of segmenting each image separately in order to construct a 3D surface consistent with the estimated silhouettes, we compute the most probable 3D shape that gives rise to the observed color information. The probabilistic framework, based on Bayesian inference, enables robust 3D reconstruction by optimally taking into account the contribution of all views. We solve the arising maximum a posteriori shape inference in a globally optimal manner by convex relaxation techniques in a spatially continuous representation. For an interactively provided user input in the form of scribbles specifying foreground and background regions, we build corresponding color distributions as multivariate Gaussians and find a volume occupancy that best fits to this data in a variational sense. Compared to classical methods for silhouette-based multiview reconstruction, the proposed approach does not depend on initialization and enjoys significant resilience to violations of the model assumptions due to background clutter, specular reflections, and camera sensor perturbations. In experiments on several real-world data sets, we show that exploiting a silhouette coherency criterion in a multiview setting allows for dramatic improvements of silhouette quality over independent 2D segmentations without any significant increase of computational efforts. This results in more accurate visual hull estimation, needed by a multitude of image-based modeling approaches. We made use of recent advances in parallel computing with a GPU implementation of the proposed method generating reconstructions on volume grids of more than 20 million voxels in up to 4.41 seconds. We propose a method to obtain a complete and accurate 3D model from multiview images captured under a variety of unknown illuminations. Based on recent results showing that for Lambertian objects, general illumination can be approximated well using low-order spherical harmonics, we develop a robust alternating approach to recover surface normals. Surface normals are initialized using a multi-illumination multiview stereo algorithm, then refined using a robust alternating optimization method based on the l1 metric. Erroneous normal estimates are detected using a shape prior. Finally, the computed normals are used to improve the preliminary 3D model. The reconstruction system achieves watertight and robust 3D reconstruction while neither requiring manual interactions nor imposing any constraints on the illumination. Experimental results on both real world and synthetic data show that the technique can acquire accurate 3D models for Lambertian surfaces, and even tolerates small violations of the Lambertian assumption. This paper addresses the challenge of 3D human pose estimation from a single color image. Despite the general success of the end-to-end learning paradigm, top performing approaches employ a two-step solution consisting of a Convolutional Network (ConvNet) for 2D joint localization and a subsequent optimization step to recover 3D pose. In this paper, we identify the representation of 3D pose as a critical issue with current ConvNet approaches and make two important contributions towards validating the value of end-to-end learning for this task. First, we propose a fine discretization of the 3D space around the subject and train a ConvNet to predict per voxel likelihoods for each joint. This creates a natural representation for 3D pose and greatly improves performance over the direct regression of joint coordinates. Second, to further improve upon initial estimates, we employ a coarse-to-fine prediction scheme. This step addresses the large dimensionality increase and enables iterative refinement and repeated processing of the image features. The proposed approach outperforms all state-of-the-art methods on standard benchmarks achieving a relative error reduction greater than 30 on average. Additionally, we investigate using our volumetric representation in a related architecture which is suboptimal compared to our end-to-end approach, but is of practical interest, since it enables training when no image with corresponding 3D groundtruth is available, and allows us to present compelling results for in-the-wild images. We propose a robust uncalibrated multiview photometric stereo method for high quality 3D shape reconstruction. In our method, a coarse initial 3D mesh obtained using a multiview stereo method is projected onto a 2D planar domain using a planar mesh parameterization technique. We describe methods for surface normal estimation that work in the parameterized 2D space that jointly incorporates all geometric and photometric cues from multiple viewpoints. Using an estimated surface normal map, a refined 3D mesh is then recovered by computing an optimal displacement map in the same 2D planar domain. Our method avoids the need of merging view-dependent surface normal maps that is often required in conventional methods. We conduct evaluation on various real-world objects containing surfaces with specular reflections, multiple albedos, and complex topologies in both controlled and uncontrolled settings and demonstrate that accurate 3D meshes with fine geometric details can be recovered by our method.