Syllabus for CVPR 99 Course on 3D Photography
A. 9:00 - 9:10, 10 min
Introduction
1. Overview of area and the course
2. Acquiring 3D models from images
B. 9:10 - 9:45, 35 min
Acquiring images (Curless)
1. Image formation
- The lens law
- Aberrations
2. Media and Sensors
- Film
- CCD's
3. Cameras as radiometric tools
4. Camera calibration
C. 9:45 - 10:25, 40 min
Overview of passive vision techniques (Seitz)
1. Cues for 3D inference (parallax, shading, focus, texture)
2. Reconstruction techniques
- Stereo
- Structure from motion
- Shape from shading
- Photometric stereo
- Other approaches
3. Strengths and Limitations
<> 10:25 - 10:35 Break
E. 10:35 - 11:15, 40 min
Voxel-based techniques for reconstruction (Seitz)
1. Reconstructing discretized scenes from images
- Complexity and computability
2. Volume intersection
- Shape from silhouettes
3. Voxel coloring
- Plane-sweep visibility
- Reconstructing small objects and panoramic scenes
4. Space carving
- Toward 3D photorealistic walkthroughs
- Ambiguities in scene reconstruction
- Convergence properties
5. Related approaches
D. 11:15 - 12:00, 45 min
Façade: modeling architectural scenes (Debevec)
1. Capabilities and Limitations of passive stereo
- Immersion '94 project, Interval Research Corporation
2. Constrained structure recovery
- Architectural primitives
3. Photogrammetry
- Recovering camera parameters
- Making use of user-interaction
4. Refining structure with Model-based stereo
5. Connections to image-based rendering
- Impact of geometric accuracy on rendering quality
- Local vs. global 3D models
- Geometry's role in view interpolation, virtual environment
construction, and reflectance recovery.
<> 12:00 - 1:30 Lunch
F. 1:30 - 2:15, 45 min
Overview of active vision techniques (Curless)
1. Imaging radar
- Time of flight
- Amplititude modulation
2. Optical triangulation
- Scanning with points and stripes
- Spacetime analysis
3. Interferometry
- Moire
4. Structured light applied to passive vision
- Stereo
- Depth from defocus
5. Reflectance capture
- From shape-directed lighting
- Using additional lighting
G. 2:15 - 2:55, 40 min
Desktop 3D photography (Bouguet)
1. Traditional scanning is expensive, but...
desklamp + pencil = structured light
2. Geometry of shadow scanning
- Indoor: on the desktop
- Outdoor: the sun as structured light
3. Image processing: Spacetime analysis for better accuracies
4. Calibration issues
- Camera calibration
- Light source calibration
5. Experimental results (indoor and outdoor)
6. Error analysis and Real-time implementation
H. 2:55 - 3:35, 40 min
Shape and appearance from images and range data (Curless)
1. Registration
2. Reconstruction from point clouds
3. Reconstruction from range images
- Zippering
- Volumetric merging
4. Modeling appearance
<> 3:35 - 3:50 Break
I. 3:50 - 4:40, 50 min
Application: The Digital Michelangelo Project (Levoy)
1. Goals
- Capturing the shape and apperance of:
- Michelangelo's sculptures
- Renaissance architecture
2. Motivation
- Scholarly inquiry
- Preservation through digital archiving
- Virtual museums
- High fidelity reproductions
3. Design requirements
- Geometry: from chisel marks to building facades
- Appearance: reflectance of wood, stone, marble
4. Custom scanning hardware
5. Capturing appearance with high resolution photographs
J. 4:40 - 5:00, 20 min
Discussion: 3D cameras and the future of photography (Everyone)
1. What are the killer apps for 3D photography?
2. When are passive vs. active techniques appropriate?
3. How will consumer-grade technology influence 3D photography?
4. Will 3D photography itself become a consumer product?
<> Adjourn