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We propose a novel approach to recovering the translucent objects from a single time-of-flight (ToF) depth camera using deep residual networks. When recording the translucent objects using the ToF depth camera, their depth values are severely contaminated due to complex light interactions with the surrounding environment. While existing methods suggested new capture systems or developed the depth distortion models, their solutions were less practical because of strict assumptions or heavy computational complexity. In this paper, we adopt the deep residual networks for modeling the ToF depth distortion caused by translucency. To fully utilize both the local and semantic information of objects, multi-scale patches are used to predict the depth value. Based on the quantitative and qualitative evaluation on our benchmark database, we show the effectiveness and robustness of the proposed algorithm.
This paper presents an effective method for generating a spatiotemporal (time-varying) texture map for a dynamic object using a single RGB-D camera. The input of our framework is a 3D template model and an RGB-D image sequence. Since there are invisi
We present a novel method for real-time pose and shape reconstruction of two strongly interacting hands. Our approach is the first two-hand tracking solution that combines an extensive list of favorable properties, namely it is marker-less, uses a si
Deep learning techniques have enabled rapid progress in monocular depth estimation, but their quality is limited by the ill-posed nature of the problem and the scarcity of high quality datasets. We estimate depth from a single camera by leveraging th
Demosaicking and denoising are among the most crucial steps of modern digital camera pipelines and their joint treatment is a highly ill-posed inverse problem where at-least two-thirds of the information are missing and the rest are corrupted by nois
While conventional depth estimation can infer the geometry of a scene from a single RGB image, it fails to estimate scene regions that are occluded by foreground objects. This limits the use of depth prediction in augmented and virtual reality applic