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Fast Light-Weight Near-Field Photometric Stereo

About

We introduce the first end-to-end learning-based solution to near-field Photometric Stereo (PS), where the light sources are close to the object of interest. This setup is especially useful for reconstructing large immobile objects. Our method is fast, producing a mesh from 52 512$\times$384 resolution images in about 1 second on a commodity GPU, thus potentially unlocking several AR/VR applications. Existing approaches rely on optimization coupled with a far-field PS network operating on pixels or small patches. Using optimization makes these approaches slow and memory intensive (requiring 17GB GPU and 27GB of CPU memory) while using only pixels or patches makes them highly susceptible to noise and calibration errors. To address these issues, we develop a recursive multi-resolution scheme to estimate surface normal and depth maps of the whole image at each step. The predicted depth map at each scale is then used to estimate `per-pixel lighting' for the next scale. This design makes our approach almost 45$\times$ faster and 2$^{\circ}$ more accurate (11.3$^{\circ}$ vs. 13.3$^{\circ}$ Mean Angular Error) than the state-of-the-art near-field PS reconstruction technique, which uses iterative optimization.

Daniel Lichy, Soumyadip Sengupta, David W. Jacobs• 2022

Related benchmarks

TaskDatasetResultRank
Near-field Photometric StereoLUCES uncalibrated lighting
Error (Bell)1.8
7
Photometric StereoLUCES calibrated lighting
MAE11.32
7
Surface Normal EstimationSynthetic CPS Dataset Brown gypsum Blender v3.6
Mean Angular Error (MAE)12.04
5
Surface Normal EstimationSynthetic CPS Dataset Brown metal Blender v3.6
Mean Angular Error (MAE)21.19
5
Surface Normal EstimationSynthetic CPS Dataset White ceramic Blender v3.6
MAE18.48
5
Surface Normal EstimationSynthetic CPS Dataset Green ceramic Blender v3.6
MAE (degrees)18.1
5
Surface Normal EstimationSynthetic CPS Dataset White gypsum Blender v3.6
Mean Angular Error (MAE)25.64
5
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