Our depth, error rate=2.38
Art
Our depth, error rate=3.32
In the SGM depth, the leaf shown in the top patch is thicker than it should be (compared with ground truth depth), and there are also errors between two leaves shown in the bottom patches. Those errors do not exist in our depth map. Much of the error in our depth occurs at the bulge of the aloe and one of bottom leaf (see the error map). This is primarily due to the fact that these regions are less textured, and therefore fewer edges were detected (see depth of edges). |
The boundaries of the three pens shown in the top patch are mostly accurate in our depth map, but are thicker than the ground truth in the SGM depth map. Our algorithm also produces fewer errors on the background (see both patches). |
Cloth3
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Our depth, error rate=1.01
Cones
Our depth, error rate=2.59
The recovered depth maps by our algorithm and SGM are mostly accurate in this sequence, since the input images are highly textured. |
Cones in this sequence are occluded by other cones, making it challenging. Our edge matching algorithm can correctly estimate the depth of each cones (see depth of edges), and therefore the estimated depth has clear boundaries between those cones, even when two cones have similar colors (see two red cones shown in the bottom patch). On the contrary, the boundaries in SGM depth are less-smooth. |
Dolls
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Our depth, error rate=4.84
Rocks2
Our depth, error rate=1.06
The boundaries of these dolls are mostly accurate in our depth map, while their boundaries in SGM depth map are slightly larger than ground truth (see the boundaries of two dolls shown in the two zoomed patches). |
The recovered depth map by both algorithms are mostly accurate, except for a few textureless holes between rocks. |
Teddy
Our depth, error rate=5.46
This is a challenging sequence, as there are highly foreshortened regions (the newspaper at the bottom), self-occlusion (leaves at the bottom), and untextured regions (the background on the right side of Teddy). Our technique correctly recovers the depth map in most of these regions, while SGM creates large error in textureless regions, such as in the region on the right side of Teddy (the top patch), or leaves at the bottom (the bottom patch). |
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3. Results on Disney
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Since there is no ground truth depth map for Disney, we only provide a qualitative comparison between our results with the results of SGM and [3]. Note that [3] uses 101 frames as input while SGM and our algorithm only use 9 frames as input.
Legend:
- Kim et al. [3]: the estimated depth map by [3].
- SGM: the estimated depth map with SGM algorithm
- Ours: the estimated depth map with our technique
- Depth of edges: same as above.
- Depth of patches: same as above.
Church
The recovered depth map by our algorithm is mostly the same as the one recovered by Kim et al. [3], except some tiny structures. The boundaries of powerlines in our depth map are clearer than SGM (see the top patch). Also, same as Kim et al. [3], we remove the depth of the sky using the mask provided in [3].
Mansion
This is a very challenging sequence, since there are lots of thin structures, such as the fence shown in the top patch or the leaves shown in the bottom patch. Our algorithm accrurately recovers depth of most of these objects, while the boundaries of these objects become thicker in SGM depth (see two zoomed patches). Compared with Kim et al. [3], although our algorithm produces less accurate depth on thin structures, we also create fewer errors on flat regions, like the blue window behind the spikes (see the top patch). Also, we only use 9 frames while Kim et al. [3] uses 101 frames as input.
Statue
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