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2018 | OriginalPaper | Chapter

3D Scene Flow from 4D Light Field Gradients

Authors : Sizhuo Ma, Brandon M. Smith, Mohit Gupta

Published in: Computer Vision – ECCV 2018

Publisher: Springer International Publishing

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Abstract

This paper presents novel techniques for recovering 3D dense scene flow, based on differential analysis of 4D light fields. The key enabling result is a per-ray linear equation, called the ray flow equation, that relates 3D scene flow to 4D light field gradients. The ray flow equation is invariant to 3D scene structure and applicable to a general class of scenes, but is underconstrained (3 unknowns per equation). Thus, additional constraints must be imposed to recover motion. We develop two families of scene flow algorithms by leveraging the structural similarity between ray flow and optical flow equations: local ‘Lucas-Kanade’ ray flow and global ‘Horn-Schunck’ ray flow, inspired by corresponding optical flow methods. We also develop a combined local-global method by utilizing the correspondence structure in the light fields. We demonstrate high precision 3D scene flow recovery for a wide range of scenarios, including rotation and non-rigid motion. We analyze the theoretical and practical performance limits of the proposed techniques via the light field structure tensor, a \(3 \times 3\) matrix that encodes the local structure of light fields. We envision that the proposed analysis and algorithms will lead to design of future light-field cameras that are optimized for motion sensing, in addition to depth sensing.

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Appendix
Available only for authorised users
Footnotes
1
For a rotating object, in general, the motion of small scene patches can be modeled as translation, albeit with a change in the surface normal. For small rotations (small changes in surface normal), the brightness of a patch can be assumed to be approximately constant [31].
 
2
This is true under the assumption that the light sources are distant such that \(\mathbf {N}\cdot \mathbf {L}\), the dot-product of surface normal and lighting direction, does not change [31].
 
3
Structure tensors have been researched and defined differently in the light field community (e.g., [23]). Here it is defined by the gradients w.r.t. the 3D motion and is thus a \(3\times 3\) matrix.
 
4
Although the structure tensor theoretically has rank 2, the ratio \(\frac{\lambda _1}{\lambda _2}\) of the largest and second largest eigenvalues can be large. This is because the eigenvalue corresponding to Z motion depends on the range of (uv) coordinates, which is limited by the size of the light field window. Therefore, a sufficiently large window size is required for motion recovery.
 
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Metadata
Title
3D Scene Flow from 4D Light Field Gradients
Authors
Sizhuo Ma
Brandon M. Smith
Mohit Gupta
Copyright Year
2018
DOI
https://doi.org/10.1007/978-3-030-01237-3_41

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