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Dive into the research topics where Drew Steedly is active.

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Featured researches published by Drew Steedly.


international conference on computer graphics and interactive techniques | 2008

Interactive 3D architectural modeling from unordered photo collections

Sudipta N. Sinha; Drew Steedly; Richard Szeliski; Maneesh Agrawala; Marc Pollefeys

We present an interactive system for generating photorealistic, textured, piecewise-planar 3D models of architectural structures and urban scenes from unordered sets of photographs. To reconstruct 3D geometry in our system, the user draws outlines overlaid on 2D photographs. The 3D structure is then automatically computed by combining the 2D interaction with the multi-view geometric information recovered by performing structure from motion analysis on the input photographs. We utilize vanishing point constraints at multiple stages during the reconstruction, which is particularly useful for architectural scenes where parallel lines are abundant. Our approach enables us to accurately model polygonal faces from 2D interactions in a single image. Our system also supports useful operations such as edge snapping and extrusions. Seamless texture maps are automatically generated by combining multiple input photographs using graph cut optimization and Poisson blending. The user can add brush strokes as hints during the texture generation stage to remove artifacts caused by unmodeled geometric structures. We build models for a variety of architectural scenes from collections of up to about a hundred photographs.


international conference on computer vision | 2009

Piecewise planar stereo for image-based rendering

Sudipta N. Sinha; Drew Steedly; Richard Szeliski

We present a novel multi-view stereo method designed for image-based rendering that generates piecewise planar depth maps from an unordered collection of photographs.


international conference on computer vision | 2007

Out-of-Core Bundle Adjustment for Large-Scale 3D Reconstruction

Kai Ni; Drew Steedly; Frank Dellaert

Large-scale 3D reconstruction has recently received much attention from the computer vision community. Bundle adjustment is a key component of 3D reconstruction problems. However, traditional bundle adjustment algorithms require a considerable amount of memory and computational resources. In this paper, we present an extremely efficient, inherently out-of-core bundle adjustment algorithm. We decouple the original problem into several submaps that have their own local coordinate systems and can be optimized in parallel. A key contribution to our algorithm is making as much progress towards optimizing the global non-linear cost function as possible using the fragments of the reconstruction that are currently in core memory. This allows us to converge with very few global sweeps (often only two) through the entire reconstruction. We present experimental results on large-scale 3D reconstruction datasets, both synthetic and real.


international conference on robotics and automation | 2007

Tectonic SAM: Exact, Out-of-Core, Submap-Based SLAM

Kai Ni; Drew Steedly; Frank Dellaert

Simultaneous localization and mapping (SLAM) is a method that robots use to explore, navigate, and map an unknown environment. However, this method poses inherent problems with regard to cost and time. To lower computation costs, smoothing and mapping (SAM) approaches have shown some promise, and they also provide more accurate solutions than filtering approaches in realistic scenarios. However, in SAM approaches, updating the linearization is still the most time-consuming step. To mitigate this problem, we propose a submap-based approach, tectonic SAM, in which the original optimization problem is solved by using a divide-and-conquer scheme. Submaps are optimized independently and parameterized relative to a local coordinate frame. During the optimization, the global position of the submap may change dramatically, but the positions of the nodes in the submap relative to the local coordinate frame do not change very much. The key contribution of this paper is to show that the linearization of the submaps can be cached and reused when they are combined into a global map. According to the results of both simulation and real experiments, Tectonic SAM drastically speeds up SAM in very large environments while still maintaining its global accuracy.


international conference on computer vision | 2005

Efficiently registering video into panoramic mosaics

Drew Steedly; Chris Pal; Richard Szeliski

We present an automatic and efficient method to register and stitch thousands of video frames into a large panoramic mosaic. Our method preserves the robustness and accuracy of image stitchers that match all pairs of images while utilizing the ordering information provided by video. We reduce the cost of searching for matches between video frames by adaptively identifying key frames based on the amount of image-to-image overlap. Key frames are matched to all other key frames, but intermediate video frames are only matched to temporally neighboring key frames and intermediate frames. Image orientations can be estimated from this sparse set of matches in time quadratic to cubic in the number of key frames but only linear in the number of intermediate frames. Additionally, the matches between pairs of images are compressed by replacing measurements within small windows in the image with a single representative measurement. We show that this approach substantially reduces the time required to estimate the image orientations with minimal loss of accuracy. Finally, we demonstrate both the efficiency and quality of our results by registering several long video sequences


european conference on computer vision | 2010

A multi-stage linear approach to structure from motion

Sudipta N. Sinha; Drew Steedly; Richard Szeliski

We present a new structure from motion (Sfm) technique based on point and vanishing point (VP) matches in images. First, all global camera rotations are computed from VP matches as well as relative rotation estimates obtained from pairwise image matches. A new multi-staged linear technique is then used to estimate all camera translations and 3D points simultaneously. The proposed method involves first performing pairwise reconstructions, then robustly aligning these in pairs, and finally aligning all of them globally by simultaneously estimating their unknown relative scales and translations. In doing so, measurements inconsistent in three views are efficiently removed. Unlike sequential Sfm, the proposed method treats all images equally, is easy to parallelize and does not require intermediate bundle adjustments. There is also a reduction of drift and significant speedups up to two order of magnitude over sequential Sfm. We compare our method with a standard Sfm pipeline [1] and demonstrate that our linear estimates are accurate on a variety of datasets, and can serve as good initializations for final bundle adjustment. Because we exploit VPs when available, our approach is particularly well-suited to the reconstruction of man-made scenes.


computer vision and pattern recognition | 2011

Structure from motion for scenes with large duplicate structures

Richard Roberts; Sudipta N. Sinha; Richard Szeliski; Drew Steedly

Most existing structure from motion (SFM) approaches for unordered images cannot handle multiple instances of the same structure in the scene. When image pairs containing different instances are matched based on visual similarity, the pairwise geometric relations as well as the correspondences inferred from such pairs are erroneous, which can lead to catastrophic failures in the reconstruction. In this paper, we investigate the geometric ambiguities caused by the presence of repeated or duplicate structures and show that to disambiguate between multiple hypotheses requires more than pure geometric reasoning. We couple an expectation maximization (EM)-based algorithm that estimates camera poses and identifies the false match-pairs with an efficient sampling method to discover plausible data association hypotheses. The sampling method is informed by geometric and image-based cues. Our algorithm usually recovers the correct data association, even in the presence of large numbers of false pairwise matches.


computer vision and pattern recognition | 2010

Pushing the envelope of modern methods for bundle adjustment

Yekeun Jeong; David Nister; Drew Steedly; Richard Szeliski; In So Kweon

In this paper, we present results and experiments with several methods for bundle adjustment, producing the fastest bundle adjuster ever published in terms of computation and convergence. From a computational perspective, the fastest methods naturally handle the block-sparse pattern that arises in a reduced camera system. Adapting to the naturally arising block-sparsity allows the use of BLAS3, efficient memory handling, fast variable ordering, and customized sparse solving, all simultaneously. We present two methods; one uses exact minimum degree ordering and block-based LDL solving and the other uses block-based preconditioned conjugate gradients. Both methods are performed on the reduced camera system. We show experimentally that the adaptation to the natural block sparsity allows both of these methods to perform better than previous methods. Further improvements in convergence speed are achieved by the novel use of embedded point iterations. Embedded point iterations take place inside each camera update step, yielding a greater cost decrease from each camera update step and, consequently, a lower minimum. This is especially true for points projecting far out on the flatter region of the robustifier. Intensive analyses from various angles demonstrate the improved performance of the presented bundler.


international conference on computational photography | 2011

Fast Poisson blending using multi-splines

Richard Szeliski; Matthew Uyttendaele; Drew Steedly

We present a technique for fast Poisson blending and gradient domain compositing. Instead of using a single piecewise-smooth offset map to perform the blending, we associate a separate map with each input source image. Each individual offset map is itself smoothly varying and can therefore be represented using a low-dimensional spline. The resulting linear system is much smaller than either the original Poisson system or the quadtree spline approximation of a single (unified) offset map. We demonstrate the speed and memory improvements available with our system and apply it to large panoramas. We also show how robustly modeling the multiplicative gain rather than the offset between overlapping images leads to improved results, and how adding a small amount of Laplacian pyramid blending improves the results in areas of inconsistent texture.


international conference on computer graphics and interactive techniques | 2010

Ambient point clouds for view interpolation

Michael Goesele; Jens Ackermann; Simon Fuhrmann; Carsten Haubold; Ronny Klowsky; Drew Steedly; Richard Szeliski

View interpolation and image-based rendering algorithms often produce visual artifacts in regions where the 3D scene geometry is erroneous, uncertain, or incomplete. We introduce ambient point clouds constructed from colored pixels with uncertain depth, which help reduce these artifacts while providing non-photorealistic background coloring and emphasizing reconstructed 3D geometry. Ambient point clouds are created by randomly sampling colored points along the viewing rays associated with uncertain pixels. Our real-time rendering system combines these with more traditional rigid 3D point clouds and colored surface meshes obtained using multiview stereo. Our resulting system can handle larger-range view transitions with fewer visible artifacts than previous approaches.

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Chris Pal

École Polytechnique de Montréal

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