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Christian Richardt

Publications and source records attributed to Christian Richardt.

40 records · Page 3Linked to original sources

Video Depth-From-Defocus

Many compelling video post-processing effects, in particular aesthetic focus editing and refocusing effects, are feasible if per-frame depth information is available. Existing computational methods to capture RGB and depth either purposefully modify the optics (coded aperture, light-field imaging), or employ active RGB-D cameras. Since these methods are less practical for users with normal cameras, we present an algorithm to capture all-in-focus RGB-D video of dynamic scenes with an unmodified commodity video camera. Our algorithm turns the often unwanted defocus blur into a valuable signal. The input to our method is a video in which the focus plane is continuously moving back and forth during capture, and thus defocus blur is provoked and strongly visible. This can be achieved by manually turning the focus ring of the lens during recording. The core algorithmic ingredient is a new video-based depth-from-defocus algorithm that computes space-time-coherent depth maps, deblurred all-in-focus video, and the focus distance for each frame. We extensively evaluate our approach, and show that it enables compelling video post-processing effects, such as different types of refocusing.

cs.CV↗

EgoCap: Egocentric Marker-less Motion Capture with Two Fisheye Cameras

Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort by possibly needed marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. Alternative suit-based systems use several inertial measurement units or an exoskeleton to capture motion. This makes capturing independent of a confined volume, but requires substantial, often constraining, and hard to set up body instrumentation. We therefore propose a new method for real-time, marker-less and egocentric motion capture which estimates the full-body skeleton pose from a lightweight stereo pair of fisheye cameras that are attached to a helmet or virtual reality headset. It combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a large new dataset. Our inside-in method captures full-body motion in general indoor and outdoor scenes, and also crowded scenes with many people in close vicinity. The captured user can freely move around, which enables reconstruction of larger-scale activities and is particularly useful in virtual reality to freely roam and interact, while seeing the fully motion-captured virtual body.

cs.CV↗

Dense Wide-Baseline Scene Flow From Two Handheld Video Cameras

We propose a new technique for computing dense scene flow from two handheld videos with wide camera baselines and different photometric properties due to different sensors or camera settings like exposure and white balance. Our technique innovates in two ways over existing methods: (1) it supports independently moving cameras, and (2) it computes dense scene flow for wide-baseline scenarios.We achieve this by combining state-of-the-art wide-baseline correspondence finding with a variational scene flow formulation. First, we compute dense, wide-baseline correspondences using DAISY descriptors for matching between cameras and over time. We then detect and replace occluded pixels in the correspondence fields using a novel edge-preserving Laplacian correspondence completion technique. We finally refine the computed correspondence fields in a variational scene flow formulation. We show dense scene flow results computed from challenging datasets with independently moving, handheld cameras of varying camera settings.

cs.CV↗

A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation

Generative reconstruction methods compute the 3D configuration (such as pose and/or geometry) of a shape by optimizing the overlap of the projected 3D shape model with images. Proper handling of occlusions is a big challenge, since the visibility function that indicates if a surface point is seen from a camera can often not be formulated in closed form, and is in general discrete and non-differentiable at occlusion boundaries. We present a new scene representation that enables an analytically differentiable closed-form formulation of surface visibility. In contrast to previous methods, this yields smooth, analytically differentiable, and efficient to optimize pose similarity energies with rigorous occlusion handling, fewer local minima, and experimentally verified improved convergence of numerical optimization. The underlying idea is a new image formation model that represents opaque objects by a translucent medium with a smooth Gaussian density distribution which turns visibility into a smooth phenomenon. We demonstrate the advantages of our versatile scene model in several generative pose estimation problems, namely marker-less multi-object pose estimation, marker-less human motion capture with few cameras, and image-based 3D geometry estimation.

cs.CV↗