Archive for the ‘photosynth’ category

PhotoSynth WebGL panorama viewer

November 1st, 2011

I’ve updated my PhotoSynth Downloader/Parser to be able to process Synth and Panorama as well. The network part of my PhotoSynth downloader was really ugly: I’ve rewrote it from scratch using libcurl. This version is really much faster and doesn’t crash anymore. But I’m a bit concerned about releasing the binary/source code. Allowing the download of a panorama created with an iPhone doesn’t bother me but it’s really different with gigapixel panorama (and my downloader can download both).

Live Demo (require WebGL enabled browser)

My implementation is very strait-forward: my PhotoSynthHDDownloader creates 6 jpg from a panorama url. The 6 faces of the cube are downloaded at full resolution. This solution is suitable for panorama created with an iPhone (low res) but not acceptable for gigapixel panorama (you need progressive download/display). I’m using Three.js as WebGL engine and I’d like to implement a megatexture solution to display very large panorama (I’ve found a very impressive working implementation and played with it: it is working with Google Chrome / Firefox 10).

To be able to handle panorama as well, my Google Chrome extension needs to use megatexture and it would be really more efficient if Microsoft could add the missing cors header to allow WebGL cross-origin (even only for photosynth.net). And as they’ve just moved their data to Windows Azure, I guess that it may be easier to add this header ;-) . Otherwise I’ll have to use my special trick to bypass webgl same-origin-policy restriction.

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2010 visual experiments

January 7th, 2011

Happy new year everyone!

2010 was a year full of visual experiments for me, I hope that you like what you see on this blog. In this post I’m making a little overview of all visual experiments created by me during this year. This is an opportunity to catch-up something you’ve missed! I’d like also to thanks some person that have been helping me too:

Visual experiments created in 2010:

During this year I have added some features to Ogre3D:

  • ArToolKitPlus: augmented reality marker-based system
  • Cuda: for beginner only (at least advanced user could grab some useful code)
  • OpenCL: for beginner only (at least advanced user could grab some useful code)
  • Html5 Canvas: implementation based on skia for graphics and V8 for javascript scripting
  • Kinect: this is a very hacky solution, I’ll improve it later

I also have learned GPGPU programming by myself while coding a partial GPUSurf implementation based on Nico Cornelis paper. But this implementation is not complete and I’m willing to rewrite it with a GPGPU framework based on OpenGL and CG only (not Ogre3D). With such a framework writing Sift/Surf detector should be easier and more efficient.

I have created some visual experiments related to Augmented Reality:

My outdoor 3D tracking algorithm for augmented reality needs an accurate point cloud: this is why I’m interested in structure from motion and I’ve created two SfM toolkit:

Posts published in 2010:

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Augmented Reality outdoor tracking becoming reality

December 13th, 2010

My interest in structure from motion was primary motivated by the capability of creating a point cloud that can be used as a reference for tracking reference. The video below is more a proof-of-concept than a prototype but this is an overview of my outdoor tracking algorithm for Augmented Reality:

Analysis

In a pre-processing step I’ve built a sparse point cloud of the place using my SFMToolkit. Each vertex of the point cloud has several 2D Sift features correspondences. I’ve only kept one Sift descriptor per vertex (mean of the descriptors) and put all descriptors in an index using Flann.

For each frame of the video to be augmented, I’ve extracted Sift feature with SiftGPU and then matched them using Flann 2-nearest neighbor search and a distance ratio threshold. The Flann matching is done in parallel with boost::threadpool. The matches computed contains a lot of outliers. So I have implemented a Ransac pose estimator using EPnP that permits to filter bad 2d/3d correspondences.

Performance

My implementation is slow (due to my implementation of Ransac EPnP that could be improved).

Sift first octave: -1
Sift extraction: 49ms 2917 features
Sift matching: 57ms (parallel matching using Flann)
Ransac EPnP: 110ms 121 inliers of 208 matches
Global: 4.6fps (9.4fps without pose estimation)

Sift first octave: 0
Sift extraction: 32ms 707 features
Sift matching: 15ms (parallel matching using Flann)
Ransac EPnP: 144ms 62 inliers of 93 matches
Global: 5.2fps (21.2fps without pose estimation)

The slowness is not a so big issue because it doesn’t need to run at 30fps. Indeed the goal of my prototype is to have absolute pose with this tracking system each second and relative pose using inertial system available on mobile device (or using KLT tracking).

Issue

  • Performance (faster is better ;-) )
  • Point cloud reference is not always accurate (Bundler fault)

In another post I’ll introduce alternative to Bundler: faster and more accurate.

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PMVS2 x64 and videos tutorials

September 23rd, 2010

PMVS2 x64

I’ve finally managed to spend a couple of hours to compile a 64 bit version of PMVS2 for windows! You can download PMVS2_x64.zip right now. I’ll hope that this version will help some persons, I’ve personally managed to create a very dense model thanks to this version and PMVS2 was using more than 4Gb of ram on a 8-cores machines.

How to compile PMVS2 x64 by yourself:
download the CMake package of CMVS (containing PMVS) created by Pierre Moulon.
download and compile gsl 1.8
download precompiled pthread x64 lib from equalizer svn
download and compile clapack 3.2.1 using CMake

PhotoSynthTileDownloader

As requested by some persons, I’ve updated my PhotoSynthTileDownloader: you can now resume a partial download ! It’s already available for download: PhotoSynthTileDownloader2.zip.

Videos tutorials

Josh Harle has done some very nice videos tutorials on how to use my PhotoSynth ToolKit and has created another toolkit for Bundler that is using my BundlerMatcher.

PhotoSynth Toolkit post on Josh Harle’s blog.

Note: In fact your synths doesn’t need to be 100% synthy. My tool (PhotoSynth2PMVS) is capable of using an uncomplete synth. And now you could use my 64bit version of PMVS2 instead.

Please go to the PhotoSynthToolkit page to get the latest version


Bundler photogrammetry package post on Josh Harle’s blog.

Please go to the SFMToolkit page to get the latest version

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Introducing OpenSynther

September 8th, 2010

PhotoSynthTileDownloader

In my previous post I have released my PhotoSynth Tookit but the PhotoSynth tile downloader wasn’t available yet. You can now download the picture of your Synth in HD using PhotoSynthTileDownloader1.zip. But please respect author’s copyright ! I have included a new confirmation dialog box that warn you about the Synth status (unlisted, public) but this is not shown in the video presentation of PhotoSynthTileDownloader.

BundlerMatcher

I have finally released BundlerMatcher, a feature extraction and picture matching tool built with SiftGPU. The main goal of this tool was to replace the slow matching step packaged with Bundler by a faster one using GPU without needing to modify Bundler’s code. You can download BundlerMatcher1.zip or checkout the code on my google code. Warning: this tool needs a 64bit windows OS (tested on 7 and vista) and a decent GPU. All my demos are available under MIT license but SiftGPU isn’t released under MIT so you should take a look at SiftGPU license.

OpenSynther

I’m proud to introduce OpenSynther which is under heavy development. The first goal of this tool is the same as BundlerMatcher: provide a faster matching engine for Structure from Motion tools. To achieve high performance it is coded in C++ and using both multi-core and GPU. Furthermore OpenSynther is using Surf instead of Sift and may in the future also compute the 3d reconstruction (as PhotoSynth does).

OpenSynther current feature list:

  • Jpeg loading + Exif reading
  • multi-threaded Surf feature extraction (based on OpenSurf & ParallelSurf)
  • multi-threaded Surf feature matching (based on OpenSurf matching + Cuda GPU matching)
    • Quadratic complexity O(n²) with n number of pictures

OpenSynther TODO:

  • multi-threaded Surf feature approximate matching (based on FLANN)
    • Linear complexity (hypothetical)
  • integrate 3d reconstruction ?

Benchmarks

These benchmarks were done on an Intel Corei7 920 (8 cores @ 2.66Ghz) + Nvidia GTX 285. The pictures size were 1600×1200 (~2M pixels), I heard that it was the limit size at which PhotoSynth extract features (it can of course use bigger pictures but feature extraction are done at a max size of 2M pixels).

Note:

  • Bundler: I had to reduce picture to 640×480, otherwise I got too many features (would be unfair).
  • PhotoSynth: I didn’t take into account the time spent in tile creation.
  • OpenSynther: in the future I may consider using GPUSurf for feature extraction.
  • BundlerMatcher: to be fair with PhotoSynth I didn’t write the ascii key file (so in fact it’s slower).


Note:

  • PhotoSynth: they did a very good job and managed to have a linear matching !
  • OpenSynther: the GPU is in fact doing the most part of the job as you can see in the table below:
App Name PhotoSynth OpenSynther BundlerMatcher Bundler
Extraction in sec 10 22 39 21 40 78 7 12 24 105 220
Matching in sec 15 31 58 31 104 322 40 170 542 75 440
% matching
done by CPU
100 100 100 22 12 13 0 0 0 100 100
% matching
done by GPU
0 0 0 78 88 87 100 100 100 0 0
Nb pictures 49 98 196 49 98 196 49 98 196 49 98 196



As you can see OpenSynther matching is in fact done by the GPU at 85%.

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