SearcharxivSearch

arXiv · 1805.09305

DeepToF: Off-the-Shelf Real-Time Correction of Multipath Interference in Time-of-Flight Imaging

Abstract

Time-of-flight (ToF) imaging has become a widespread technique for depth estimation, allowing affordable off-the-shelf cameras to provide depth maps in real time. However, multipath interference (MPI) resulting from indirect illumination significantly degrades the captured depth. Most previous works have tried to solve this problem by means of complex hardware modifications or costly computations. In this work we avoid these approaches, and propose a new technique that corrects errors in depth caused by MPI that requires no camera modifications, and corrects depth in just 10 milliseconds per frame. By observing that most MPI information can be expressed as a function of the captured depth, we pose MPI removal as a convolutional approach, and model it using a convolutional neural network. In particular, given that the input and output data present similar structure, we base our network in an autoencoder, which we train in two stages: first, we use the encoder (convolution filters) to learn a suitable basis to represent corrupted range images; then, we train the decoder (deconvolution filters) to correct depth from the learned basis from synthetically generated scenes. This approach allows us to tackle the lack of reference data, by using a large-scale captured training set with corrupted depth to train the encoder, and a smaller synthetic training set with ground truth depth to train the corrector stage of the network, which we generate by using a physically-based, time-resolved rendering. We demonstrate and validate our method on both synthetic and real complex scenarios, using an off-the-shelf ToF camera, and with only the captured incorrect depth as input.

Explore related subjects

Keep this discovery

BibTeXRIS

Julio Marco, Quercus Hernandez, Adolfo Muñoz, Yue Dong, Adrian Jarabo, Min H. Kim, Xin Tong, Diego Gutierrez. 2018-05-23. DeepToF: Off-the-Shelf Real-Time Correction of Multipath Interference in Time-of-Flight Imaging. https://doi.org/10.1145/3130800.3130884

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

cs.GR

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.

cs.GR