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Dive into the research topics where Brian Curless is active.

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Featured researches published by Brian Curless.


international conference on computer graphics and interactive techniques | 1996

A volumetric method for building complex models from range images

Brian Curless; Marc Levoy

A number of techniques have been developed for reconstructing surfaces by integrating groups of aligned range images. A desirable set of properties for such algorithms includes: incremental updating, representation of directional uncertainty, the ability to fill gaps in the reconstruction, and robustness in the presence of outliers. Prior algorithms possess subsets of these properties. In this paper, we present a volumetric method for integrating range images that possesses all of these properties. Our volumetric representation consists of a cumulative weighted signed distance function. Working with one range image at a time, we first scan-convert it to a distance function, then combine this with the data already acquired using a simple additive scheme. To achieve space efficiency, we employ a run-length encoding of the volume. To achieve time efficiency, we resample the range image to align with the voxel grid and traverse the range and voxel scanlines synchronously. We generate the final manifold by extracting an isosurface from the volumetric grid. We show that under certain assumptions, this isosurface is optimal in the least squares sense. To fill gaps in the model, we tessellate over the boundaries between regions seen to be empty and regions never observed. Using this method, we are able to integrate a large number of range images (as many as 70) yielding seamless, high-detail models of up to 2.6 million triangles.


computer vision and pattern recognition | 2006

A Comparison and Evaluation of Multi-View Stereo Reconstruction Algorithms

Steven M. Seitz; Brian Curless; James Diebel; Daniel Scharstein; Richard Szeliski

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.


international conference on computer graphics and interactive techniques | 2000

The digital Michelangelo project: 3D scanning of large statues

Marc Levoy; Kari Pulli; Brian Curless; Szymon Rusinkiewicz; David Koller; Lucas Pereira; Matt Ginzton; Sean E. Anderson; James Davis; Jeremy Ginsberg; Jonathan Shade; Duane Fulk

We describe a hardware and software system for digitizing the shape and color of large fragile objects under non-laboratory conditions. Our system employs laser triangulation rangefinders, laser time-of-flight rangefinders, digital still cameras, and a suite of software for acquiring, aligning, merging, and viewing scanned data. As a demonstration of this system, we digitized 10 statues by Michelangelo, including the well-known figure of David, two building interiors, and all 1,163 extant fragments of the Forma Urbis Romae, a giant marble map of ancient Rome. Our largest single dataset is of the David - 2 billion polygons and 7,000 color images. In this paper, we discuss the challenges we faced in building this system, the solutions we employed, and the lessons we learned. We focus in particular on the unusual design of our laser triangulation scanner and on the algorithms and software we developed for handling very large scanned models.


international conference on computer graphics and interactive techniques | 2001

Image analogies

Aaron Hertzmann; Charles E. Jacobs; Nuria Oliver; Brian Curless; David Salesin

This paper describes a new framework for processing images by example, called “image analogies.” The framework involves two stages: a design phase, in which a pair of images, with one image purported to be a “filtered” version of the other, is presented as “training data”; and an application phase, in which the learned filter is applied to some new target image in order to create an “analogous” filtered result. Image analogies are based on a simple multi-scale autoregression, inspired primarily by recent results in texture synthesis. By choosing different types of source image pairs as input, the framework supports a wide variety of “image filter” effects, including traditional image filters, such as blurring or embossing; improved texture synthesis, in which some textures are synthesized with higher quality than by previous approaches; super-resolution, in which a higher-resolution image is inferred from a low-resolution source; texture transfer, in which images are “texturized” with some arbitrary source texture; artistic filters, in which various drawing and painting styles are synthesized based on scanned real-world examples; and texture-by-numbers, in which realistic scenes, composed of a variety of textures, are created using a simple painting interface.


Communications of The ACM | 2011

Building Rome in a day

Sameer Agarwal; Yasutaka Furukawa; Noah Snavely; Ian Simon; Brian Curless; Steven M. Seitz; Richard Szeliski

We present a system that can match and reconstruct 3D scenes from extremely large collections of photographs such as those found by searching for a given city (e.g., Rome) on Internet photo sharing sites. Our system uses a collection of novel parallel distributed matching and reconstruction algorithms, designed to maximize parallelism at each stage in the pipeline and minimize serialization bottlenecks. It is designed to scale gracefully with both the size of the problem and the amount of available computation. We have experimented with a variety of alternative algorithms at each stage of the pipeline and report on which ones work best in a parallel computing environment. Our experimental results demonstrate that it is now possible to reconstruct cities consisting of 150K images in less than a day on a cluster with 500 compute cores.


computer vision and pattern recognition | 2001

A Bayesian approach to digital matting

Yung-Yu Chuang; Brian Curless; David Salesin; Richard Szeliski

This paper proposes a new Bayesian framework for solving the matting problem, i.e. extracting a foreground element from a background image by estimating an opacity for each pixel of the foreground element. Our approach models both the foreground and background color distributions with spatially-varying sets of Gaussians, and assumes a fractional blending of the foreground and background colors to produce the final output. It then uses a maximum-likelihood criterion to estimate the optimal opacity, foreground and background simultaneously. In addition to providing a principled approach to the matting problem, our algorithm effectively handles objects with intricate boundaries, such as hair strands and fur, and provides an improvement over existing techniques for these difficult cases.


international symposium on 3d data processing visualization and transmission | 2002

Rapid shape acquisition using color structured light and multi-pass dynamic programming

Li Zhang; Brian Curless; Steven M. Seitz

This paper presents a color structured light technique for recovering object shape from one or more images. The technique works by projecting a pattern of stripes of alternating colors and matching the projected color transitions with observed edges in the image. The correspondence problem is solved using a novel, multi-pass dynamic programming algorithm that eliminates global smoothness assumptions and strict ordering constraints present in previous formulations. The resulting approach is suitable for generating both high-speed scans of moving objects when projecting a single stripe pattern and high-resolution scans of static scenes using a short sequence of time-shifted stripe patterns. In the latter case, space-time analysis is used at each sensor pixel to obtain inter-frame depth localization. Results are demonstrated for a variety of complex scenes.


international conference on computer graphics and interactive techniques | 2004

Spacetime faces: high resolution capture for modeling and animation

Li Zhang; Noah Snavely; Brian Curless; Steven M. Seitz

We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stereo algorithm is introduced to compute depth maps accurately and overcome over-fitting deficiencies in prior work. A new template fitting and tracking procedure fills in missing data and yields point correspondence across the entire sequence without using markers. We demonstrate a data-driven, interactive method for inverse kinematics that draws on the large set of fitted templates and allows for posing new expressions by dragging surface points directly. Finally, we describe new tools that model the dynamics in the input sequence to enable new animations, created via key-framing or texture-synthesis techniques.


computer vision and pattern recognition | 2011

Multicore bundle adjustment

Changchang Wu; Sameer Agarwal; Brian Curless; Steven M. Seitz

We present the design and implementation of new inexact Newton type Bundle Adjustment algorithms that exploit hardware parallelism for efficiently solving large scale 3D scene reconstruction problems. We explore the use of multicore CPU as well as multicore GPUs for this purpose. We show that overcoming the severe memory and bandwidth limitations of current generation GPUs not only leads to more space efficient algorithms, but also to surprising savings in runtime. Our CPU based system is up to ten times and our GPU based system is up to thirty times faster than the current state of the art methods [1], while maintaining comparable convergence behavior. The code and additional results are available at http://grail.cs. washington.edu/projects/mcba.


computer vision and pattern recognition | 2010

Towards Internet-scale multi-view stereo

Yasutaka Furukawa; Brian Curless; Steven M. Seitz; Richard Szeliski

This paper introduces an approach for enabling existing multi-view stereo methods to operate on extremely large unstructured photo collections. The main idea is to decompose the collection into a set of overlapping sets of photos that can be processed in parallel, and to merge the resulting reconstructions. This overlapping clustering problem is formulated as a constrained optimization and solved iteratively. The merging algorithm, designed to be parallel and out-of-core, incorporates robust filtering steps to eliminate low-quality reconstructions and enforce global visibility constraints. The approach has been tested on several large datasets downloaded from Flickr.com, including one with over ten thousand images, yielding a 3D reconstruction with nearly thirty million points.

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David Salesin

University of Washington

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Zoran Popović

University of Washington

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Brett Allen

University of Washington

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