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Author

Peter Rander

Other affiliations: Carnegie Mellon University
Bio: Peter Rander is an academic researcher from Uber . The author has contributed to research in topics: Visual odometry & Mobile robot. The author has an hindex of 24, co-authored 52 publications receiving 3654 citations. Previous affiliations of Peter Rander include Carnegie Mellon University.


Papers
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Journal ArticleDOI
TL;DR: In this paper, a new visual medium, Virtualized Reality, immerses viewers in a virtual reconstruction of real-world events, which consists of real images and depth information computed from these images.
Abstract: A new visual medium, Virtualized Reality, immerses viewers in a virtual reconstruction of real-world events. The Virtualized Reality world model consists of real images and depth information computed from these images. Stereoscopic reconstructions provide a sense of complete immersion, and users can select their own viewpoints at view time, independent of the actual camera positions used to capture the event.

677 citations

Journal ArticleDOI
TL;DR: Three algorithms are described, the first two for computing scene flow from optical flows and the third for constraining scene structure from the inconsistencies in multiple optical flows.
Abstract: Just as optical flow is the two-dimensional motion of points in an image, scene flow is the three-dimensional motion of points in the world. The fundamental difficulty with optical flow is that only the normal flow can be computed directly from the image measurements, without some form of smoothing or regularization. In this paper, we begin by showing that the same fundamental limitation applies to scene flow; however, many cameras are used to image the scene. There are then two choices when computing scene flow: 1) perform the regularization in the images or 2) perform the regularization on the surface of the object in the scene. In this paper, we choose to compute scene flow using regularization in the images. We describe three algorithms, the first two for computing scene flow from optical flows and the third for constraining scene structure from the inconsistencies in multiple optical flows.

520 citations

Proceedings ArticleDOI
20 Sep 1999
TL;DR: This work presents a framework for the computation of dense, non-rigid scene flow from optical flow and shows that multiple estimates of the normal flow cannot be used to estimate dense scene flow directly without some form of smoothing or regularization.
Abstract: Scene flow is the three-dimensional motion field of points in the world, just as optical flow is the two-dimensional motion field of points in an image. Any optical flow is simply the projection of the scene flow onto the image plane of a camera. We present a framework for the computation of dense, non-rigid scene flow from optical flow. Our approach leads to straightforward linear algorithms and a classification of the task into three major scenarios: complete instantaneous knowledge of the scene structure; knowledge only of correspondence information; and no knowledge of the scene structure. We also show that multiple estimates of the normal flow cannot be used to estimate dense scene flow directly without some form of smoothing or regularization.

335 citations

Proceedings ArticleDOI
04 Jan 1998
TL;DR: The intensity image and depth map for each camera view at each time instant are combined to form a Visible Surface Model, a technique to create virtual worlds out of dynamic events using densely distributed stereo views.
Abstract: We present Virtualized Reality, a technique to create virtual worlds out of dynamic events using densely distributed stereo views. The intensity image and depth map for each camera view at each time instant are combined to form a Visible Surface Model. Immersive interaction with the virtualized event is possible using a dense collection of such models. Additionally, a Complete Surface Model of each instant can be built by merging the depth maps from different cameras into a common volumetric space. The corresponding model is compatible with traditional virtual models and can be interacted with immersively using standard tools. Because both VSMs and CSMs are fully three-dimensional, virtualized models can also be combined and modified to build larger, more complex environments, an important capability for many non-trivial applications. We present results from 3D Dome, our facility to create virtualized models.

302 citations

Patent
20 Jun 1996
TL;DR: In this paper, a method of creating virtual reality from images of a real event, is comprised of the steps of capturing a plurality of images of each time instant of real event using a pluralityof cameras positioned at a plurality-of-angles.
Abstract: A method of virtualizing reality, i.e., a method of creating virtual reality from images of a real event, is comprised of the steps of capturing a plurality of images of each time instant of a real event using a plurality of cameras positioned at a plurality of angles. Each image is stored as intensity and/or color information. A suitable internal representation is computed from these images and the information regarding the camera angles. An image of each time instant may be generated from any viewing angle using the internal representation of it. The virtual viewpoints could be displayed on a single TV screen or using a stereoscopic display device for a true three-dimensional effect. The event thus virtualized can be navigated through, and interacted with, any virtual reality system.

227 citations


Cited by
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Proceedings ArticleDOI
01 Aug 1996
TL;DR: This paper describes a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views, and describes a compression system that is able to compress the light fields generated by more than a factor of 100:1 with very little loss of fidelity.
Abstract: A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or correspondences between multiple images. In this paper, we describe a simple and robust method for generating new views from arbitrary camera positions without depth information or feature matching, simply by combining and resampling the available images. The key to this technique lies in interpreting the input images as 2D slices of a 4D function the light field. This function completely characterizes the flow of light through unobstructed space in a static scene with fixed illumination. We describe a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views. We hav e created light fields from large arrays of both rendered and digitized images. The latter are acquired using a video camera mounted on a computer-controlled gantry. Once a light field has been created, new views may be constructed in real time by extracting slices in appropriate directions. Since the success of the method depends on having a high sample rate, we describe a compression system that is able to compress the light fields we have generated by more than a factor of 100:1 with very little loss of fidelity. We also address the issues of antialiasing during creation, and resampling during slice extraction. CR Categories: I.3.2 [Computer Graphics]: Picture/Image Generation — Digitizing and scanning, Viewing algorithms; I.4.2 [Computer Graphics]: Compression — Approximate methods Additional keywords: image-based rendering, light field, holographic stereogram, vector quantization, epipolar analysis

4,426 citations

Book
30 Sep 2010
TL;DR: Computer Vision: Algorithms and Applications explores the variety of techniques commonly used to analyze and interpret images and takes a scientific approach to basic vision problems, formulating physical models of the imaging process before inverting them to produce descriptions of a scene.
Abstract: Humans perceive the three-dimensional structure of the world with apparent ease. However, despite all of the recent advances in computer vision research, the dream of having a computer interpret an image at the same level as a two-year old remains elusive. Why is computer vision such a challenging problem and what is the current state of the art? Computer Vision: Algorithms and Applications explores the variety of techniques commonly used to analyze and interpret images. It also describes challenging real-world applications where vision is being successfully used, both for specialized applications such as medical imaging, and for fun, consumer-level tasks such as image editing and stitching, which students can apply to their own personal photos and videos. More than just a source of recipes, this exceptionally authoritative and comprehensive textbook/reference also takes a scientific approach to basic vision problems, formulating physical models of the imaging process before inverting them to produce descriptions of a scene. These problems are also analyzed using statistical models and solved using rigorous engineering techniques Topics and features: structured to support active curricula and project-oriented courses, with tips in the Introduction for using the book in a variety of customized courses; presents exercises at the end of each chapter with a heavy emphasis on testing algorithms and containing numerous suggestions for small mid-term projects; provides additional material and more detailed mathematical topics in the Appendices, which cover linear algebra, numerical techniques, and Bayesian estimation theory; suggests additional reading at the end of each chapter, including the latest research in each sub-field, in addition to a full Bibliography at the end of the book; supplies supplementary course material for students at the associated website, http://szeliski.org/Book/. Suitable for an upper-level undergraduate or graduate-level course in computer science or engineering, this textbook focuses on basic techniques that work under real-world conditions and encourages students to push their creative boundaries. Its design and exposition also make it eminently suitable as a unique reference to the fundamental techniques and current research literature in computer vision.

4,146 citations

Journal ArticleDOI
TL;DR: This work refers one to the original survey for descriptions of potential applications, summaries of AR system characteristics, and an introduction to the crucial problem of registration, including sources of registration error and error-reduction strategies.
Abstract: In 1997, Azuma published a survey on augmented reality (AR). Our goal is to complement, rather than replace, the original survey by presenting representative examples of the new advances. We refer one to the original survey for descriptions of potential applications (such as medical visualization, maintenance and repair of complex equipment, annotation, and path planning); summaries of AR system characteristics (such as the advantages and disadvantages of optical and video approaches to blending virtual and real, problems in display focus and contrast, and system portability); and an introduction to the crucial problem of registration, including sources of registration error and error-reduction strategies.

3,624 citations

Proceedings ArticleDOI
26 Mar 2000
TL;DR: The problem space for facial expression analysis is described, which includes level of description, transitions among expressions, eliciting conditions, reliability and validity of training and test data, individual differences in subjects, head orientation and scene complexity image characteristics, and relation to non-verbal behavior.
Abstract: Within the past decade, significant effort has occurred in developing methods of facial expression analysis. Because most investigators have used relatively limited data sets, the generalizability of these various methods remains unknown. We describe the problem space for facial expression analysis, which includes level of description, transitions among expressions, eliciting conditions, reliability and validity of training and test data, individual differences in subjects, head orientation and scene complexity image characteristics, and relation to non-verbal behavior. We then present the CMU-Pittsburgh AU-Coded Face Expression Image Database, which currently includes 2105 digitized image sequences from 182 adult subjects of varying ethnicity, performing multiple tokens of most primary FACS action units. This database is the most comprehensive testbed to date for comparative studies of facial expression analysis.

2,705 citations

Proceedings ArticleDOI
17 Jun 2006
TL;DR: This paper first survey multi-view stereo algorithms and compare them qualitatively using a taxonomy that differentiates their key properties, then describes the process for acquiring and calibrating multiview image datasets with high-accuracy ground truth and introduces the evaluation methodology.
Abstract: This paper presents a quantitative comparison of several multi-view stereo reconstruction algorithms. Until now, the lack of suitable calibrated multi-view image datasets with known ground truth (3D shape models) has prevented such direct comparisons. In this paper, we first survey multi-view stereo algorithms and compare them qualitatively using a taxonomy that differentiates their key properties. We then describe our process for acquiring and calibrating multiview image datasets with high-accuracy ground truth and introduce our evaluation methodology. Finally, we present the results of our quantitative comparison of state-of-the-art multi-view stereo reconstruction algorithms on six benchmark datasets. The datasets, evaluation details, and instructions for submitting new models are available online at http://vision.middlebury.edu/mview.

2,556 citations