Yuki Fujimura

CV
h-index20
4papers
24citations
Novelty54%
AI Score45

4 Papers

8.5CVApr 23Code
WildSplatter: Feed-forward 3D Gaussian Splatting with Appearance Control from Unconstrained Images

Yuki Fujimura, Takahiro Kushida, Kazuya Kitano et al.

We propose WildSplatter, a feed-forward 3D Gaussian Splatting (3DGS) model for unconstrained images with unknown camera parameters and varying lighting conditions. 3DGS is an effective scene representation that enables high-quality, real-time rendering; however, it typically requires iterative optimization and multi-view images captured under consistent lighting with known camera parameters. WildSplatter is trained on unconstrained photo collections and jointly learns 3D Gaussians and appearance embeddings conditioned on input images. This design enables flexible modulation of Gaussian colors to represent significant variations in lighting and appearance. Our method reconstructs 3D Gaussians from sparse input views in under one second, while also enabling appearance control under diverse lighting conditions. Experimental results demonstrate that our approach outperforms existing pose-free 3DGS methods on challenging real-world datasets with varying illumination.

2.3CVNov 18, 2020Code
Dehazing Cost Volume for Deep Multi-view Stereo in Scattering Media with Airlight and Scattering Coefficient Estimation

Yuki Fujimura, Motoharu Sonogashira, Masaaki Iiyama

We propose a learning-based multi-view stereo (MVS) method in scattering media, such as fog or smoke, with a novel cost volume, called the dehazing cost volume. Images captured in scattering media are degraded due to light scattering and attenuation caused by suspended particles. This degradation depends on scene depth; thus, it is difficult for traditional MVS methods to evaluate photometric consistency because the depth is unknown before three-dimensional (3D) reconstruction. The dehazing cost volume can solve this chicken-and-egg problem of depth estimation and image restoration by computing the scattering effect using swept planes in the cost volume. We also propose a method of estimating scattering parameters, such as airlight, and a scattering coefficient, which are required for our dehazing cost volume. The output depth of a network with our dehazing cost volume can be regarded as a function of these parameters; thus, they are geometrically optimized with a sparse 3D point cloud obtained at a structure-from-motion step. Experimental results on synthesized hazy images indicate the effectiveness of our dehazing cost volume against the ordinary cost volume regarding scattering media. We also demonstrated the applicability of our dehazing cost volume to real foggy scenes.

1.8CVApr 1, 2019
Defogging Kinect: Simultaneous Estimation of Object Region and Depth in Foggy Scenes

Yuki Fujimura, Motoharu Sonogashira, Masaaki Iiyama

Three-dimensional (3D) reconstruction and scene depth estimation from 2-dimensional (2D) images are major tasks in computer vision. However, using conventional 3D reconstruction techniques gets challenging in participating media such as murky water, fog, or smoke. We have developed a method that uses a time-of-flight (ToF) camera to estimate an object region and depth in participating media simultaneously. The scattering component is saturated, so it does not depend on the scene depth, and received signals bouncing off distant points are negligible due to light attenuation in the participating media, so the observation of such a point contains only a scattering component. These phenomena enable us to estimate the scattering component in an object region from a background that only contains the scattering component. The problem is formulated as robust estimation where the object region is regarded as outliers, and it enables the simultaneous estimation of an object region and depth on the basis of an iteratively reweighted least squares (IRLS) optimization scheme. We demonstrate the effectiveness of the proposed method using captured images from a Kinect v2 in real foggy scenes and evaluate the applicability with synthesized data.

4.6CVApr 9, 2018
Photometric Stereo in Participating Media Considering Shape-Dependent Forward Scatter

Yuki Fujimura, Masaaki Iiyama, Atsushi Hashimoto et al.

Images captured in participating media such as murky water, fog, or smoke are degraded by scattered light. Thus, the use of traditional three-dimensional (3D) reconstruction techniques in such environments is difficult. In this paper, we propose a photometric stereo method for participating media. The proposed method differs from previous studies with respect to modeling shape-dependent forward scatter. In the proposed model, forward scatter is described as an analytical form using lookup tables and is represented by spatially-variant kernels. We also propose an approximation of a large-scale dense matrix as a sparse matrix, which enables the removal of forward scatter. Experiments with real and synthesized data demonstrate that the proposed method improves 3D reconstruction in participating media.