Searcharxiv⌕ Search

arXiv subjects

Matthias Nießner

Publications and source records attributed to Matthias Nießner.

190 records · Page 11Linked to original sources

Matterport3D: Learning from RGB-D Data in Indoor Environments

Access to large, diverse RGB-D datasets is critical for training RGB-D scene understanding algorithms. However, existing datasets still cover only a limited number of views or a restricted scale of spaces. In this paper, we introduce Matterport3D, a large-scale RGB-D dataset containing 10,800 panoramic views from 194,400 RGB-D images of 90 building-scale scenes. Annotations are provided with surface reconstructions, camera poses, and 2D and 3D semantic segmentations. The precise global alignment and comprehensive, diverse panoramic set of views over entire buildings enable a variety of supervised and self-supervised computer vision tasks, including keypoint matching, view overlap prediction, normal prediction from color, semantic segmentation, and region classification.

cs.CV↗

Opt: A Domain Specific Language for Non-linear Least Squares Optimization in Graphics and Imaging

Many graphics and vision problems can be expressed as non-linear least squares optimizations of objective functions over visual data, such as images and meshes. The mathematical descriptions of these functions are extremely concise, but their implementation in real code is tedious, especially when optimized for real-time performance on modern GPUs in interactive applications. In this work, we propose a new language, Opt (available under http://optlang.org), for writing these objective functions over image- or graph-structured unknowns concisely and at a high level. Our compiler automatically transforms these specifications into state-of-the-art GPU solvers based on Gauss-Newton or Levenberg-Marquardt methods. Opt can generate different variations of the solver, so users can easily explore tradeoffs in numerical precision, matrix-free methods, and solver approaches. In our results, we implement a variety of real-world graphics and vision applications. Their energy functions are expressible in tens of lines of code, and produce highly-optimized GPU solver implementations. These solver have performance competitive with the best published hand-tuned, application-specific GPU solvers, and orders of magnitude beyond a general-purpose auto-generated solver.

cs.GR↗

Calipso: Physics-based Image and Video Editing through CAD Model Proxies

We present Calipso, an interactive method for editing images and videos in a physically-coherent manner. Our main idea is to realize physics-based manipulations by running a full physics simulation on proxy geometries given by non-rigidly aligned CAD models. Running these simulations allows us to apply new, unseen forces to move or deform selected objects, change physical parameters such as mass or elasticity, or even add entire new objects that interact with the rest of the underlying scene. In Calipso, the user makes edits directly in 3D; these edits are processed by the simulation and then transfered to the target 2D content using shape-to-image correspondences in a photo-realistic rendering process. To align the CAD models, we introduce an efficient CAD-to-image alignment procedure that jointly minimizes for rigid and non-rigid alignment while preserving the high-level structure of the input shape. Moreover, the user can choose to exploit image flow to estimate scene motion, producing coherent physical behavior with ambient dynamics. We demonstrate Calipso's physics-based editing on a wide range of examples producing myriad physical behavior while preserving geometric and visual consistency.

cs.GR↗

Intrinsic3D: High-Quality 3D Reconstruction by Joint Appearance and Geometry Optimization with Spatially-Varying Lighting

We introduce a novel method to obtain high-quality 3D reconstructions from consumer RGB-D sensors. Our core idea is to simultaneously optimize for geometry encoded in a signed distance field (SDF), textures from automatically-selected keyframes, and their camera poses along with material and scene lighting. To this end, we propose a joint surface reconstruction approach that is based on Shape-from-Shading (SfS) techniques and utilizes the estimation of spatially-varying spherical harmonics (SVSH) from subvolumes of the reconstructed scene. Through extensive examples and evaluations, we demonstrate that our method dramatically increases the level of detail in the reconstructed scene geometry and contributes highly to consistent surface texture recovery.

cs.CV↗

Shape Completion using 3D-Encoder-Predictor CNNs and Shape Synthesis

We introduce a data-driven approach to complete partial 3D shapes through a combination of volumetric deep neural networks and 3D shape synthesis. From a partially-scanned input shape, our method first infers a low-resolution -- but complete -- output. To this end, we introduce a 3D-Encoder-Predictor Network (3D-EPN) which is composed of 3D convolutional layers. The network is trained to predict and fill in missing data, and operates on an implicit surface representation that encodes both known and unknown space. This allows us to predict global structure in unknown areas at high accuracy. We then correlate these intermediary results with 3D geometry from a shape database at test time. In a final pass, we propose a patch-based 3D shape synthesis method that imposes the 3D geometry from these retrieved shapes as constraints on the coarsely-completed mesh. This synthesis process enables us to reconstruct fine-scale detail and generate high-resolution output while respecting the global mesh structure obtained by the 3D-EPN. Although our 3D-EPN outperforms state-of-the-art completion method, the main contribution in our work lies in the combination of a data-driven shape predictor and analytic 3D shape synthesis. In our results, we show extensive evaluations on a newly-introduced shape completion benchmark for both real-world and synthetic data.

cs.CV↗

ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenes

A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available -- current datasets cover a small range of scene views and have limited semantic annotations. To address this issue, we introduce ScanNet, an RGB-D video dataset containing 2.5M views in 1513 scenes annotated with 3D camera poses, surface reconstructions, and semantic segmentations. To collect this data, we designed an easy-to-use and scalable RGB-D capture system that includes automated surface reconstruction and crowdsourced semantic annotation. We show that using this data helps achieve state-of-the-art performance on several 3D scene understanding tasks, including 3D object classification, semantic voxel labeling, and CAD model retrieval. The dataset is freely available at http://www.scan-net.org.

cs.CV↗

3DMatch: Learning Local Geometric Descriptors from RGB-D Reconstructions

Matching local geometric features on real-world depth images is a challenging task due to the noisy, low-resolution, and incomplete nature of 3D scan data. These difficulties limit the performance of current state-of-art methods, which are typically based on histograms over geometric properties. In this paper, we present 3DMatch, a data-driven model that learns a local volumetric patch descriptor for establishing correspondences between partial 3D data. To amass training data for our model, we propose a self-supervised feature learning method that leverages the millions of correspondence labels found in existing RGB-D reconstructions. Experiments show that our descriptor is not only able to match local geometry in new scenes for reconstruction, but also generalize to different tasks and spatial scales (e.g. instance-level object model alignment for the Amazon Picking Challenge, and mesh surface correspondence). Results show that 3DMatch consistently outperforms other state-of-the-art approaches by a significant margin. Code, data, benchmarks, and pre-trained models are available online at http://3dmatch.cs.princeton.edu

cs.CV↗

BundleFusion: Real-time Globally Consistent 3D Reconstruction using On-the-fly Surface Re-integration

Real-time, high-quality, 3D scanning of large-scale scenes is key to mixed reality and robotic applications. However, scalability brings challenges of drift in pose estimation, introducing significant errors in the accumulated model. Approaches often require hours of offline processing to globally correct model errors. Recent online methods demonstrate compelling results, but suffer from: (1) needing minutes to perform online correction preventing true real-time use; (2) brittle frame-to-frame (or frame-to-model) pose estimation resulting in many tracking failures; or (3) supporting only unstructured point-based representations, which limit scan quality and applicability. We systematically address these issues with a novel, real-time, end-to-end reconstruction framework. At its core is a robust pose estimation strategy, optimizing per frame for a global set of camera poses by considering the complete history of RGB-D input with an efficient hierarchical approach. We remove the heavy reliance on temporal tracking, and continually localize to the globally optimized frames instead. We contribute a parallelizable optimization framework, which employs correspondences based on sparse features and dense geometric and photometric matching. Our approach estimates globally optimized (i.e., bundle adjusted) poses in real-time, supports robust tracking with recovery from gross tracking failures (i.e., relocalization), and re-estimates the 3D model in real-time to ensure global consistency; all within a single framework. Our approach outperforms state-of-the-art online systems with quality on par to offline methods, but with unprecedented speed and scan completeness. Our framework leads to a comprehensive online scanning solution for large indoor environments, enabling ease of use and high-quality results.

cs.GR↗

VolumeDeform: Real-time Volumetric Non-rigid Reconstruction

We present a novel approach for the reconstruction of dynamic geometric shapes using a single hand-held consumer-grade RGB-D sensor at real-time rates. Our method does not require a pre-defined shape template to start with and builds up the scene model from scratch during the scanning process. Geometry and motion are parameterized in a unified manner by a volumetric representation that encodes a distance field of the surface geometry as well as the non-rigid space deformation. Motion tracking is based on a set of extracted sparse color features in combination with a dense depth-based constraint formulation. This enables accurate tracking and drastically reduces drift inherent to standard model-to-depth alignment. We cast finding the optimal deformation of space as a non-linear regularized variational optimization problem by enforcing local smoothness and proximity to the input constraints. The problem is tackled in real-time at the camera's capture rate using a data-parallel flip-flop optimization strategy. Our results demonstrate robust tracking even for fast motion and scenes that lack geometric features.

cs.CV↗

Learning to Navigate the Energy Landscape

In this paper, we present a novel and efficient architecture for addressing computer vision problems that use `Analysis by Synthesis'. Analysis by synthesis involves the minimization of the reconstruction error which is typically a non-convex function of the latent target variables. State-of-the-art methods adopt a hybrid scheme where discriminatively trained predictors like Random Forests or Convolutional Neural Networks are used to initialize local search algorithms. While these methods have been shown to produce promising results, they often get stuck in local optima. Our method goes beyond the conventional hybrid architecture by not only proposing multiple accurate initial solutions but by also defining a navigational structure over the solution space that can be used for extremely efficient gradient-free local search. We demonstrate the efficacy of our approach on the challenging problem of RGB Camera Relocalization. To make the RGB camera relocalization problem particularly challenging, we introduce a new dataset of 3D environments which are significantly larger than those found in other publicly-available datasets. Our experiments reveal that the proposed method is able to achieve state-of-the-art camera relocalization results. We also demonstrate the generalizability of our approach on Hand Pose Estimation and Image Retrieval tasks.

cs.CV↗