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We propose a new approach
called “appearance clustering”
for scene analysis. The key idea in this approach is that the scene points
can be clustered according to their surface normals, even when the
geometry, material and lighting are all unknown.
We achieve this by analyzing a continuous
image sequence of a scene as it is illuminated by a smoothly moving distant
source. Each pixel thus gives rise to a “continuous appearance
profile” that yields information about derivatives of the BRDF with
respect to source direction. This information is directly related to the
surface normal of the scene point when the source path follows an
unstructured trajectory (obtained, say, by “hand-waving”). Based
on this observation, we transform the appearance profiles and propose a
metric that can be used with any unsupervised clustering algorithm to
obtain iso-normal clusters. We successfully demonstrate appearance
clustering for complex indoor and outdoor scenes. In addition, iso-normal
clusters serve as excellent priors for scene geometry and can strongly
impact any vision algorithm that attempts to estimate material, geometry
and/or lighting properties in a scene from images. We demonstrate this
impact for applications such as diffuse and specular separation, both
calibrated and uncalibrated photometric stereo of non-lambertian scenes,
light source estimation and texture transfer.
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Publications
"Clustering
Appearance for Scene Analysis"
S.J. Koppal and S.G Narasimhan,
IEEE Conference on Computer Vision and Pattern Recognition (CVPR),
June 2006.
[PDF]
"Appearance
Derivatives for Iso-normal Clustering of Scenes"
S.J. Koppal and S.G Narasimhan,
IEEE Pattern Analysis and Machine Intelligence (PAMI),
August 2009.
[PDF]
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Presentation
"Clustering
Appearance for Scene Analysis"
Oral Presentation at CVPR 2006:
[PPT]
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Pictures
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Experimental Setup:
This picture shows the apparatus used in our appearance clustering
experiments. Our acquisition setup with a
Canon XL2 video camera viewing a static scene, and a 60 watt incandescent
light source attached to a wooden wand. Note that in real experiments we have
the camera and light source much further away to satisfy the orthographic
projection and distant light source assumptions.
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Clustering
materials in the CURET Database:
We
acquired image sequences of the real sample materials by waving a light
source (and did not use the still images distributed by Columbia University).
Notice the top row containing materials such as artificial grass and
straw and the middle row with examples of real wool and steel wool.
Despite significant appearance differences, these samples cluster
together accurately because they share the same surface normal.
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Indoor
Scenes:
Here are some clustering results for indoor scenes.
Note that these are all lambertian scenes that contain materials such as
wood, metal and reflective tile.
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Photometric Stereo of Non-Lambertian
Objects:
We extract the Lambertian terms from a scene and
apply Photometric Stereo. Integrating the normals gives us 3D shape. We
show two views of the structure of the cup. Our
clustering and optimization allow algorithms that assume diffuse model to
work with non-Lambertian objects. Here we use Hayakawa’s method ([9]) to get the 3D
structure of the books and the corresponding lighting. Note that we
obtain only the normals from photometric stereo, and we have to compute
the book planes in an extra step.
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Texture
transfer:
Complex
materials (such as satin and velvet) are transferred between similar
surface normals in a scene. A patch of the original scene is chosen by
the user and a simple repetitive texture synthesis method is used to
transfer this patch onto other areas of the scene with the same surface
normal. Note the consistency in geometry and lighting in the transferred
regions.
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Videos
(Video Result Playlist)
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CVPR
2006 Video (use Apple Quicktime 6.0):
This video is a compilation of the main results of this project (30 MB).
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Clustering
Examples (use Apple Quicktime 6.0):
This video is a compilation of the clustering results on different
scenes.
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Applications
(use Apple Quicktime 6.0):
We show different applications of our method including uncalibrated
photometric stereo, texture transfer and separation of specular and
diffuse video components.
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