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Comments: 131 +-   Capturing 3D Surfaces Simply With a Flash Camera on Wednesday August 27 2008, @01:02PM

Posted by timothy on Wednesday August 27 2008, @01:02PM
from the more-depth-than-I've-got dept.
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MojoKid writes with this excerpt from Hot Hardware (linking to a video demonstration): "Creating 3D maps and worlds can be extremely labor intensive and time consuming. Also, the final result might not be all that accurate or realistic. A new technique developed by scientists at The University of Manchester's School of Computer Science and Dolby Canada, however, might make capturing depth and textures for 3D surfaces as simple as shooting two pictures with a digital camera — one with flash and one without. First an image of a surface is captured without flash. The problem is that the different colors of a surface also reflect light differently, making it difficult to determine if the brightness difference is a function of depth or color. By taking a second photo with flash, however, the accurate colors of all visible portions of the surface can be captured. The two captured images essentially become a reflectance map (albedo) and a depth map (height field)."
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  • Amateurs. (Score:5, Funny)

    by bigtallmofo (695287) * on Wednesday August 27 2008, @01:04PM (#24768391)
    Creating 3D maps and worlds can be extremely labor intensive and time consuming.

    Bah! I completed my last project in exactly 6 days and used nothing but voice commands. It turned out so well I sat on my couch and ate Cheetos the entire next day. Today, there are over 6 billion users and we're only now starting to run into scalability issues.

    -God

    .

  • by jeffb (2.718) (1189693) on Wednesday August 27 2008, @01:05PM (#24768409)
    ...all sorts of problems become simple. I'd love to take a picture with some mirrors, some windows, maybe a reflective sign or two in the background, and see the funhouse effects that result. Oh, and don't forget emissive elements (lamps), which will appear to recede to infinity.
    • Re: (Score:3, Insightful)

      Yeah, this only seams to work with lamertian surfaces in flat-lit enviroments.

      That's not the biggest problem though, i am a 3d-artist, and it's a pain to try to make a tiling texture map out of a picture containing more than three channels, due to stupid limitations in all 2d applications.
      It's often more efficient to first make the color texture tile, then create a heightmap from that data. I guess that's why they are targetting scientific applications such as archeology, that requires more accuracy, a
  • Quite old news (Score:5, Informative)

    by gardyloo (512791) on Wednesday August 27 2008, @01:05PM (#24768411)

    Slashdot (can't be bothered to find it) had a story several years ago about the (then old!) technique of capturing complicated 3D objects, such as car engines, by using two flash images, each with the flash located in slightly different locations. Threshholding the difference between the images gives very nice edge detection, along with very accurate depth information.

    A project I'm working on uses the technique to capture information about arrowheads/spearheads.

    • Re:Quite old news (Score:5, Informative)

      by jellomizer (103300) on Wednesday August 27 2008, @01:12PM (#24768495)

      But this time the camera stays fixed and there is one without flash and the other with it. Allowing for 3D Cameras to be made on the cheap by just a firmware upgrade (one click of the camera takes 2 shots 1 without flash the next with. Your way is different as it requires the camera to have 2 flash thus needed the making of new cameras.

      • You're right -- my way requires two flashes (it really doesn't, but we found it slightly more effective that way). The old slashdot article which I mention (but don't reference) also talked about only needing one camera. I think that it said that Chilton's Repair Manuals was using both techniques to produce their series of DVDs. Of course, I could be really wrong!

    • Re:Quite old news (Score:5, Informative)

      by glyph42 (315631) on Wednesday August 27 2008, @01:28PM (#24768731) Homepage Journal
      NOT old news. Google for "2008 siggraph papers". Read the paper. Google for "2004 siggraph papers". Read about the old paper. Note the differences. Tim Rowley posts links to the papers from each year, so his site is recommended. Virtually all of these image-processing-related news items can be read long before they reach slashdot simply by keeping up with the latest papers from siggraph. In case you're lazy, the old paper is "Non-photorealistic Camera: Depth Edge Detection and Stylized Rendering Using a Multi-Flash Camera". Oddly, it's offline now. But I do have a copy of it on my hard drive. If you're not lazy, I HIGHLY recommend perusing all of the years' papers listed on Tim's site.
      • http://groups.csail.mit.edu/graphics/pubs/siggraph2004_nprcamera.pdf [mit.edu]

        Perhaps the previous slashdot story wasn't "old" -- if you count things post-2004 as "new". However, even the paper in the .pdf notes that people have been concertedly using these techniques since 1998, and I happen to know that a lot of the work was pioneered as early as the mid-1940's with depth-maps and stereograms. The new work IS nice, but it's not totally new.

        • Good find with the link.

          The new work IS nice, but it's not totally new.

          Of course. Not much work is totally new. But it's new enough to be accepted into Siggraph, which is not an easy conference to get into.

    • Hi!

      I know they're not as conspicuous as they could be, but there are frequently stories included near the body of the new story. It took me a while to dig this one up (I remembered posting it, but that was several thousand posts ago, and a few years, too), so I hope people notice it.

      https://science.slashdot.org/article.pl?sid=04/12/01/0238222 [slashdot.org]

      Cheers,

      timothy

  • They make a version of Flash for digital cameras? Is it secure?

    • Yes, but for some odd reason it lacks any kind of image capture support.
      • Well duh, it's for projecting images, not capturing them. It only supports one color and the blink tag, though.
  • This is quite unusual for a university. Many schools have a department of computer science or a school of computer science. But combining that with a school of Dolby Canada is quite unusual. What kind of degrees in Dolby Canada do they offer? :-)

    • What kind of degrees in Dolby Canada do they offer?

      Primarily "Blinding Yourself with Science", with a minor in "Sound and Signal Processing".

      Cheers

  • Warning: (Score:5, Funny)

    by Anonymous Coward on Wednesday August 27 2008, @01:14PM (#24768537)

    TFA requires Flash.

  • by sm62704 (957197) on Wednesday August 27 2008, @01:18PM (#24768587) Journal

    Why didn't you just link to the more informative New Scientist [newscientist.com] article that the blog you linked quoted?

    • by discards (1345907) on Wednesday August 27 2008, @01:43PM (#24768915)
      Because it's his blog and he would like some traffic.
    • Re: (Score:3, Interesting)

      Because the NewScientist article doesn't get him the 18 billion ad impressions.

      Seriously, look at the page in FireFox with adBlock. Seems... kinda bare, right? It did to me, and I opened it in Opera (where I don't have ad blocking set up) and almost every single blank space had an ad.

      These are the kind of sites that require AdBlock.

  • That's really freakin cool. How long before there's a GIMP plugin for this? I'd like it by 3pm Pacific please.

  • by Rui del-Negro (531098) on Wednesday August 27 2008, @01:28PM (#24768717) Homepage

    This is just a way to automatically generate surface bump maps. It does not really capture depth information (like a Z-buffer).

    Conceptually it seems simple enough (take a photo with shadows from a light source not in line with the camera, take another where all the shadows are in line with the camera (making them virtually invisible), tell the software which direction the light is coming from in the first photo, and let it figure out the relative height of each pixel, by analysing the difference between it and the uniform (flash-lit) version, after averaging the brightness of the two. It's similar to the technique some film scanners use to automatically remove scratches.

    I can think of a lot of cases where it won't work at all (shiny objects, detached layers, photos with multiple "natural" light sources, photos with long shadows), but still, for stuff like rock or tree bark textures it should save a lot of time. As the video suggests, this should be very pretty useful for archaeologists.

    • Re: (Score:2, Informative)

      Actually you can use a bump map (which just changes the angle light is reflected without deforming the actual surface) to create a displacement map (which actually moves the polygons up and down). You just have to play a little with the depth to get it right. And when using something like RenderMan which does displacement almost as fast as other renderers do bump maps it doesn't take long to figure out the right depth.
      • Re: (Score:3, Informative)

        Well, yes and no. The problem isn't how you use the map (to fake the normals or actually displace vertices), the problem is what kind of maps this technique can create. And my point is that it can't handle (for example) the Z-range of something like a person's face. Anything deep enough to actually cast shadows over other (relevant) parts of the geometry will break it (a shadow will appear much darker and the algorithm will assume it's a suface facing away from the light (or a hole). Use the result as a dis

  • Outside the box (Score:2, Insightful)

    by Anonymous Coward

    Probably has significant potential in the pr0n industry.

  • First an image of a surface is captured with flash. The problem is that the different colors of a surface also reflect light differently, making it difficult to determine if the brightness difference is a function of depth or color. By taking a second photo without flash, however, the accurate colors of all visible portions of the surface can be captured.

    This is reversed, the flash-lit image will show you the reflectance (and possibly some depth) information, whereas the non flash-lit image will show you the bare color map for the scene (provided the scene is properly lit to begin with.) FTFY!

    • by sm62704 (957197) on Wednesday August 27 2008, @01:57PM (#24769069) Journal

      No, with flash (light source coming from the camera) shows the colors without shadows; i.e. without color perspective. Without flash (light source at an angle to the model/subject) shows the deeper parts in shadow (known to us former art students as "color perspective").

      You could actually fo this with two flashes, provided one was on the camera and one to the side. The fact that it flashes has nothing to do with it, it has to do with the angle of the light sources.

      • Sounds like what you'd actually want is one with no depth information from lighting at all, and one with only depth information from flash.

        The fully lit one would contain the base colours, the flash one would drop off the brightness as the square of distance.

        Of course, as a voxelmap, I'd argue that it's not very useful to 99% of applications...

      • Re: (Score:3, Interesting)

        That's contrary to the article abstract. They describe using the difference between a diffuse lit scene (no shadows) and a flash lit scene (shadows only due to deviation of flash angle) where the brightness delta is used to fudge a distance/reflectivity calculation. Shadow detection is not a part of it, at least in this particular paper.

  • Much like the printing press, I can only assume this technology will find its first commercial success in pornography. Some angles are worth hiding.

  • Why a flash? (Score:4, Interesting)

    by phorm (591458) on Wednesday August 27 2008, @01:53PM (#24769035) Homepage Journal

    Why not cameras that use different wavelengths of light, etc? For example, one that works in visible light, and one that works in infrared?

    How about the use of different polarized lenses to block certain wavelengths of light?

    • Re: (Score:2, Informative)

      by Anonymous Coward

      RTFA. Because it is a cheap method. This way you do not need expensive infrared cameras or polarizers or, as mentioned in the article, laser equipement.

      And the great thing is, the results are perceived as as good as those obtained from more expensive equipement.

  • Can anyone elucidate why this is so whizbang neato when we've had 3D photography ever since someone with a camera figured out about parallax [wikipedia.org]? Why is this different from stereoscopy [wikipedia.org]?

    Bemused,

    • Parallax and stereoscopy both require the camera to be in two (or ideally with parallax more) positions. The ingenious thing about this idea (watch the video, it's good) is that the camera doesn't need to be moved. By taking two shots in the same spot, one with flash and one without, you can get a good depth map.

      Now it's not as good as a laser scanner, but it's much cheaper and faster and smaller (since you could use any little camera). It's a very simple but ingenious idea. I'm quite surprised by the amount of detail they are able to get this way.

      Of course it could be argued that parallax and stereoscopy are ways of viewing images with pseudo-depth as opposed to taking them (at least for the purpose of this article). Parallax has no real depth, but helps simulate the effect in the brain. Stereoscopy has no depth, but works just like the eyes to give the brain the data it needs to reconstruct the depth.

  • "shooting two pictures with a digital camera -- one with flash and one without. "

    This difference has already been well-expressed across the internet for years. [imageshack.us]

We do not colonize. We conquer. We rule. There is no other way for us. -- Rojan, "By Any Other Name", stardate 4657.5