A Bayesian approach to binocular stereopsis
International Journal of Computer Vision
Rendering with radiance: the art and science of lighting visualization
Rendering with radiance: the art and science of lighting visualization
Stereo Matching with Transparency and Matting
International Journal of Computer Vision - 1998 Marr Prize
Probability Models for Clutter in Natural Images
IEEE Transactions on Pattern Analysis and Machine Intelligence
Occlusion Models for Natural Images: A Statistical Study of a Scale-Invariant Dead Leaves Model
International Journal of Computer Vision - Special issue on statistical and computational theories of vision: Part II
International Journal of Computer Vision
Detecting Binocular Half-Occlusions: Empirical Comparisons of Five Approaches
IEEE Transactions on Pattern Analysis and Machine Intelligence
Smoothness in Layers: Motion segmentation using nonparametric mixture estimation.
CVPR '97 Proceedings of the 1997 Conference on Computer Vision and Pattern Recognition (CVPR '97)
Image Analysis and Mathematical Morphology
Image Analysis and Mathematical Morphology
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
On the Spatial Statistics of Optical Flow
International Journal of Computer Vision
International Journal of Computer Vision
A General Method for Sensor Planning in Multi-Sensor Systems: Extension to Random Occlusion
International Journal of Computer Vision
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Many methods for 3D reconstruction in computer vision rely on probability models, for example, Bayesian reasoning. Here we introduce a probability model of surface visibilities in densely cluttered 3D scenes. The scenes consist of a large number of small surfaces distributed randomly in a 3D view volume. An example is the leaves or branches on a tree. We derive probabilities for surface visibility, instantaneous image velocity under egomotion, and binocular half---occlusions in these scenes. The probabilities depend on parameters such as scene depth, object size, 3D density, observer speed, and binocular baseline. We verify the correctness of our models using computer graphics simulations, and briefly discuss applications of the model to stereo and motion.