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Introduction
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Visual 3D Modeling from
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Notations
Contents
Acknowledgments
Notations
Introduction
3D from images
Overview
Projective geometry
Projective geometry
The projective plane
Projective 3-space
Transformations
Conics and quadrics
The stratification of 3D geometry
Projective stratum
Affine stratum
Metric stratum
Euclidean stratum
Overview of the different strata
Conclusion
Camera model and multiple view geometry
The camera model
A simple model
Intrinsic calibration
Camera motion
The projection matrix
Deviations from the camera model
Multi view geometry
Two view geometry
Three view geometry
Multi view geometry
Conclusion
Relating images
Feature extraction and matching
Comparing image regions
Feature point extraction
Matching using affinely invariant regions
Two view geometry computation
Eight-point algorithm
Seven-point algorithm
More points...
Robust algorithm
Degenerate case
Three and four view geometry computation
Structure and motion
Initial structure and motion
Initial frame
Initializing structure
Updating the structure and motion
projective pose estimation
Relating to other views
Refining and extending structure
Refining structure and motion
Dealing with dominant planes
Detecting dominant planes
Partial projective structure and motion recovery
Combined metric structure and motion recovery
Conclusion
Self-calibration
Calibration
Scene knowledge
Camera knowledge
Self-calibration
A counting argument
Geometric interpretation of constraints
The image of the absolute conic
Self-calibration methods
Critical motion sequences
A practical approach to self-calibration
linear self-calibration
non-linear self-calibration refinement
Metric bundle adjustment
Conclusion
Dense depth estimation
Image pair rectification
Planar rectification
Polar rectification
Examples
Stereo matching
Exploiting scene constraints
Constrained matching
Multi-view stereo
Correspondence Linking Algorithm
Some results
Conclusion
Modeling
Surface model
Texture enhancement
Volumetric integration
Lightfield model
structure and motion
Lightfield modeling and rendering
Experiments
conclusion
Fusion of real and virtual scenes
Augmenting video footage
Conclusion
Some results
Acquisition of 3D models from photographs
Acquisition of 3D models from pre-existing image sequences
Virtualizing archaeological sites
Virtualizing scenes
Reconstructing an overview model
Reconstructions at different scales
More applications in archaeology
3D stratigraphy
Generating and testing building hypotheses
Architecture and heritage conservation
Planetary rover control
Conclusion
Bundle adjustment
Levenberg-Marquardt minimization
Newton iteration
Levenberg-Marquardt iteration
Bundle adjustment
Bibliography
Curriculum Vitae
About this document ...
Marc Pollefeys 2002-11-22