A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics Hardware
- Art: Diplomarbeit
- Autor: Christian Nitschke
- Abgabedatum: Dezember 2006
- Umfang: 146 Seiten
- Dateigröße: 11,1 MB
- Note: 1,0
- Institution / Hochschule: Bauhaus-Universität Weimar Deutschland
- Bibliografie: ca. 76
- ISBN (eBook): 978-3-8366-0199-3
-
ISBN (Paperback) :
978-3-8366-0199-3 P - ISBN (CD) :978-3-8366-0199-3 CD
- Sprache: Englisch
- Prämierung:
- Arbeit zitieren: Nitschke, Christian Dezember 2006: A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics Hardware, Hamburg: Diplomica Verlag
- Schlagworte: Graphics Hardware, Computer Graphics, 3D Modelling, 3D Reconstruction, GPU-Acceleration
In den Warenkorb
48,00 €
Diplomarbeit von Christian Nitschke
Introduction:
Reconstruction of real-world scenes from a set of multiple images is a topic in Computer Vision and 3D Computer Graphics with many interesting applications. There is a relation to Augmented and Mixed Reality (AR/MR), Computer-Supported Collaborative Work (CSCW), Computer-Aided industrial/architectural Design (CAD), modeling of the real-world (e.g. computer games, scenes/effects in movies), entertainment (e.g. 3D TV/Video) and recognition/analyzing of real-world characteristics by computer systems and robots.
There exists a powerful algorithm theory for shape reconstruction from arbitrary viewpoints, called shape from photo-consistency. However, it is computationally expensive and hence can not be used with applications in the field of 3D video or CSCW as well as interactive 3D model creation.
Attempts have been made to achieve real-time framerates using PC cluster systems. While these provide enough performance they are also expensive and less flexible. Approaches that use GPU hardware-acceleration on single workstations achieve interactive framerates for novel-view synthesis, but do not provide an explicit volumetric representation of the whole scene.
The proposed approach shows the efforts in developing a GPU hardware-accelerated framework for obtaining the volumetric photo hull of a dynamic 3D scene as seen from multiple calibrated cameras. High performance is achieved by employing a shape from silhouette technique in advance to obtain a tight initial volume for shape from photo-consistency.
Also several speed-up techniques are presented to increase efficiency. Since the entire processing is done on a single PC, the framework can be applied to mobile setups, enabling a wide range of further applications.
The approach is explained using programmable vertex and fragment processors and compared to highly optimized CPU implementations. It is shown that the new approach can outperform the latter by more than one magnitude.
The thesis is organized as follows:
Chapter 1 contains an introduction, giving an overview with classification of related techniques, statement of the main problem, novelty of the proposed approach and its fields of application.
Chapter 2 surveys related work in the area of dynamic scene reconstruction by shape from silhouette and shape from photo-consistency. The focus lies on high performance reconstruction and hardware-acceleration.
Chapter 3 introduces the theoretical basis for the proposed approach within three main parts. (1) Camera geometry is important to relate images captured from multiple viewpoints to an unknown 3D scene. (2) When taking a photograph of a scene, the light emitted towards the camera is captured. Therefore light and color is discussed as necessary for this work. (3) At last, the theory behind shape from silhouette and shape from photo-consistency needs to be explained.
Chapter 4 continues with defining the Basic Algorithm as a hybrid approach to scene reconstruction with introducing features like (1) a robust and fast image-segmentation to account for shadows, (2) a set of nested volumes that are sequentially computed to speed-up computation and (3) an implicit visibility computation.
The Basic Algorithm is extended and mapped onto the GPU in chapter 5. The corresponding Advanced Algorithm enables efficient real-time computation by employing a multipass-rendering strategy.
Chapter 6 explains and discusses several experiments to analyze the proposed system in terms of performance and reconstruction quality.
Chapter 7 concludes with giving a summary and discussing limitations and future works.
Due to their number, diagrams and figures relating to experiments are grouped into additional appendix chapters A, B, C and D.
Table of Contents:
| 1. | Introduction | 1 |
| 1.1 | Application | 1 |
| 1.2 | Classification | 2 |
| 1.3 | Performance | 3 |
| 1.4 | Contribution | 4 |
| 1.5 | Overview | 5 |
| 2. | Related Work | 6 |
| 2.1 | Shape from Silhouette | 6 |
| 2.1.1 | Image Segmentation | 7 |
| 2.1.2 | Foundations | 7 |
| 2.1.3 | Performance of View-Independent Reconstruction | 8 |
| 2.1.3.1 | CPU | 8 |
| 2.1.3.2 | GPU-Acceleration | 8 |
| 2.1.4 | Performance of View-Dependent Reconstruction | 9 |
| 2.1.4.1 | CPU | 9 |
| 2.1.4.2 | GPU-Acceleration | 9 |
| 2.1.5 | Conclusion | 10 |
| 2.2 | Shape from Photo-Consistency | 11 |
| 2.2.1 | Foundations | 12 |
| 2.2.2 | Performance of View-Independent Reconstruction | 13 |
| 2.2.2.1 | CPU | 13 |
| 2.2.2.2 | GPU-Acceleration | 13 |
| 2.2.3 | Performance of View-Dependent Reconstruction | 14 |
| 2.2.3.1 | CPU | 14 |
| 2.2.3.2 | GPU-Acceleration | 15 |
| 2.2.4 | Conclusion | 16 |
| 3. | Fundamentals | 17 |
| 3.1 | Camera Geometry | 17 |
| 3.1.1 | Pinhole Camera Model | 17 |
| 3.1.2 | Camera Parameters | 18 |
| 3.1.2.1 | Intrinsic Parameters | 18 |
| 3.1.2.2 | Extrinsic Parameters | 19 |
| 3.1.2.3 | Radial Lens Distortion | 20 |
| 3.1.3 | Camera Calibration | 20 |
| 3.2 | Light and Color | 22 |
| 3.2.1 | Light in Space | 22 |
| 3.2.1.1 | Radiance | 22 |
| 3.2.2 | Light at a Surface | 23 |
| 3.2.2.1 | Irradiance | 23 |
| 3.2.2.2 | Radiosity | 23 |
| 3.2.2.3 | Lambertian and Specular Surfaces | 24 |
| 3.2.3 | Occlusion and Shadows | 24 |
| 3.2.4 | Light at a Camera | 25 |
| 3.2.5 | Color | 25 |
| 3.2.6 | Color Representation | 26 |
| 3.2.6.1 | Linear Color Spaces | 26 |
| 3.2.6.2 | Non-linear Color Spaces | 27 |
| 3.2.6.3 | Color Metric | 28 |
| 3.2.7 | CCD Camera Color Imaging | 29 |
| 3.3 | 3D Reconstruction from Multiple Views | 29 |
| 3.3.1 | Visual Hull Reconstruction by Shape from Silhouette | 29 |
| 3.3.1.1 | Shape from Silhouette | 29 |
| 3.3.1.2 | Discussion | 30 |
| 3.3.1.3 | The Visual Hull | 31 |
| 3.3.1.4 | Silhouette-Equivalency | 32 |
| 3.3.1.5 | Number of Viewpoints | 33 |
| 3.3.1.6 | Conclusion | 33 |
| 3.3.2 | Photo Hull Reconstruction by Shape from Photo-Consistency | 34 |
| 3.3.2.1 | Shape from Photo-Consistency | 35 |
| 3.3.2.2 | Discussion | 35 |
| 3.3.2.3 | Photo-Consistency | 36 |
| 3.3.2.4 | The Photo Hull | 37 |
| 3.3.2.5 | The Space Carving Algorithm | 38 |
| 3.3.2.6 | Voxel Visibility | 39 |
| 3.3.2.7 | Conclusion | 40 |
| 4. | Basic Algorithm | 41 |
| 4.1 | Data | 41 |
| 4.1.1 | Camera Parameters | 41 |
| 4.1.2 | Image Data | 42 |
| 4.2 | Reconstruction | 43 |
| 4.2.1 | 3D Data Representation | 43 |
| 4.2.2 | Volumetric Bounding Box | 44 |
| 4.2.3 | Maximal Volume Intersection | 45 |
| 4.2.4 | Visual Hull Approximation | 45 |
| 4.2.5 | Photo-Consistent Surface | 45 |
| 4.2.5.1 | Active Source Camera Test | 46 |
| 4.2.5.2 | Photo Consistency Test | 47 |
| 5. | Advanced Algorithm | 48 |
| 5.1 | Overview | 48 |
| 5.1.1 | Deployment | 48 |
| 5.1.2 | Process Flow | 48 |
| 5.2 | Texture Processing | 49 |
| 5.2.1 | Lookup Table for Projection Coordinates | 50 |
| 5.2.2 | Mapping Image Data into Textures | 51 |
| 5.2.3 | Texture Upload and Processing Performance | 51 |
| 5.2.4 | GPU Image Processing | 53 |
| 5.3 | Destination Cameras | 53 |
| 5.3.1 | Discussion | 54 |
| 5.3.1.1 | Ray Casting vs. Multi Plane Sweeping | 55 |
| 5.3.1.2 | Virtual vs. Natural Views | 56 |
| 5.3.2 | Interleaved Depth Sampling | 57 |
| 5.3.3 | Active Destination Cameras | 59 |
| 5.3.3.1 | Source Camera Viewing Ray | 59 |
| 5.3.3.2 | Intersection of Volume and Source Camera Viewing Ray | 60 |
| 5.3.3.3 | Activity Decision | 61 |
| 5.4 | Reconstruction | 61 |
| 5.4.1 | Vertex Data | 62 |
| 5.4.2 | Vertex Shader Visual Hull Approximation | 63 |
| 5.4.2.1 | Decreasing the Sampling Error for Interleaved Sampling | 63 |
| 5.4.2.2 | Early Ray Carving | 63 |
| 5.4.3 | Fragment Shader Photo-Consistent Surface | 64 |
| 5.4.3.1 | Filling Holes | 64 |
| 5.4.3.2 | Modified Active Source Camera Decision | 65 |
| 5.4.4 | Fragment Shader Color Blending | 66 |
| 5.4.5 | Fragment Shader Render to Texture | 67 |
| 5.5 | Postprocessing | 69 |
| 5.5.1 | Extracting Texture Data | 69 |
| 5.5.2 | Filling Interior Volume Data | 70 |
| 5.5.2.1 | Ambiguities | 70 |
| 5.5.2.2 | Performance | 71 |
| 6. | Experiments | 72 |
| 6.1 | System Setup | 72 |
| 6.2 | Implementation | 72 |
| 6.3 | Datasets | 73 |
| 6.4 | Performance | 74 |
| 6.4.1 | Abstract Data Performance Experiments | 75 |
| 6.4.1.1 | CPU-GPU Texture Upload | 75 |
| 6.4.1.2 | Interleaved Sampling | 75 |
| 6.4.1.3 | Early Ray Carving | 75 |
| 6.4.1.4 | Fragment Shader CIELab-RGB Conversion | 76 |
| 6.4.1.5 | Porting all Load to the Fragment Processor | 76 |
| 6.4.1.6 | GPU-CPU Texture Read-back | 76 |
| 6.4.1.7 | FBO Texture Size | 77 |
| 6.4.1.8 | Impact of CPU-GPU Texture Upload on overall Performance | 77 |
| 6.4.1.9 | Number of Source Cameras | 77 |
| 6.4.1.10 | Number of Destination Cameras | 78 |
| 6.4.2 | Concrete Data Performance Experiments | 78 |
| 6.4.2.1 | Algorithmic Features | 79 |
| 6.4.2.2 | Destination Cameras | 79 |
| 6.4.2.3 | Volumetric Resolution | 80 |
| 6.4.2.4 | Volumetric Bounding Box | 80 |
| 6.4.2.5 | PCS Increments | 80 |
| 6.4.3 | Conclusion | 81 |
| 6.4.3.1 | Algorithmic Features | 81 |
| 6.4.3.2 | Parameters | 81 |
| 6.4.3.3 | GPU/CPU Comparison | 81 |
| 6.5 | Quality | 82 |
| 6.5.1 | Concrete Data Quality Experiments | 82 |
| 6.5.1.1 | Volumetric Resolution | 82 |
| 6.5.1.2 | Volumetric Bounding Box | 82 |
| 6.5.1.3 | PCS Increments | 83 |
| 6.5.2 | Visual Experiments | 83 |
| 6.5.2.1 | Image Segmentation | 83 |
| 6.5.2.2 | Interleaved Sampling and MVI | 83 |
| 6.5.2.3 | Camera Viewing Cone Intersection | 83 |
| 6.5.2.4 | Reconstruction of VHA and PCS | 84 |
| 6.5.2.5 | Volumetric Resolution | 84 |
| 6.5.2.6 | PCS Increments | 84 |
| 6.5.2.7 | Geometrical Score for Active Source Camera Computation | 85 |
| 6.5.2.8 | Range of Color Distances for Active Source Camera Computation | 85 |
| 6.5.2.9 | Labeling of Interior Space | 85 |
| 6.5.3 | Conclusion | 85 |
| 6.5.3.1 | Image Segmentation | 86 |
| 6.5.3.2 | BB, MVI and Viewing Cone Intersection | 86 |
| 6.5.3.3 | VHA and PCS | 86 |
| 6.5.3.4 | PCS Parameters | 86 |
| 6.5.3.5 | Labeling of Interior Space | 87 |
| 7. | Discussion and Enhancements | 88 |
| 7.1 | Summary | 88 |
| 7.2 | Limitations | 89 |
| 7.3 | Future Work | 89 |
| 7.3.1 | Online System | 89 |
| 7.3.2 | Performance | 90 |
| 7.3.3 | Quality | 90 |
| 7.4 | Annotation | 91 |
| A. | Abstract Data Performance Experiments | 92 |
| B. | Concrete Data Performance Experiments | 97 |
| C. | Concrete Data Quality Experiments | 103 |
| D. | Visual Experiments | 107 |
| References | 126 |
Table of Contents:
| 1. | Introduction | 1 |
| 1.1 | Application | 1 |
| 1.2 | Classification | 2 |
| 1.3 | Performance | 3 |
| 1.4 | Contribution | 4 |
| 1.5 | Overview | 5 |
| 2. | Related Work | 6 |
| 2.1 | Shape from Silhouette | 6 |
| 2.1.1 | Image Segmentation | 7 |
| 2.1.2 | Foundations | 7 |
| 2.1.3 | Performance of View-Independent Reconstruction | 8 |
| 2.1.3.1 | CPU | 8 |
| 2.1.3.2 | GPU-Acceleration | 8 |
| 2.1.4 | Performance of View-Dependent Reconstruction | 9 |
| 2.1.4.1 | CPU | 9 |
| 2.1.4.2 | GPU-Acceleration | 9 |
| 2.1.5 | Conclusion | 10 |
| 2.2 | Shape from Photo-Consistency | 11 |
| 2.2.1 | Foundations | 12 |
| 2.2.2 | Performance of View-Independent Reconstruction | 13 |
| 2.2.2.1 | CPU | 13 |
| 2.2.2.2 | GPU-Acceleration | 13 |
| 2.2.3 | Performance of View-Dependent Reconstruction | 14 |
| 2.2.3.1 | CPU | 14 |
| 2.2.3.2 | GPU-Acceleration | 15 |
| 2.2.4 | Conclusion | 16 |
| 3. | Fundamentals | 17 |
| 3.1 | Camera Geometry | 17 |
| 3.1.1 | Pinhole Camera Model | 17 |
| 3.1.2 | Camera Parameters | 18 |
| 3.1.2.1 | Intrinsic Parameters | 18 |
| 3.1.2.2 | Extrinsic Parameters | 19 |
| 3.1.2.3 | Radial Lens Distortion | 20 |
| 3.1.3 | Camera Calibration | 20 |
| 3.2 | Light and Color | 22 |
| 3.2.1 | Light in Space | 22 |
| 3.2.1.1 | Radiance | 22 |
| 3.2.2 | Light at a Surface | 23 |
| 3.2.2.1 | Irradiance | 23 |
| 3.2.2.2 | Radiosity | 23 |
| 3.2.2.3 | Lambertian and Specular Surfaces | 24 |
| 3.2.3 | Occlusion and Shadows | 24 |
| 3.2.4 | Light at a Camera | 25 |
| 3.2.5 | Color | 25 |
| 3.2.6 | Color Representation | 26 |
| 3.2.6.1 | Linear Color Spaces | 26 |
| 3.2.6.2 | Non-linear Color Spaces | 27 |
| 3.2.6.3 | Color Metric | 28 |
| 3.2.7 | CCD Camera Color Imaging | 29 |
| 3.3 | 3D Reconstruction from Multiple Views | 29 |
| 3.3.1 | Visual Hull Reconstruction by Shape from Silhouette | 29 |
| 3.3.1.1 | Shape from Silhouette | 29 |
| 3.3.1.2 | Discussion | 30 |
| 3.3.1.3 | The Visual Hull | 31 |
| 3.3.1.4 | Silhouette-Equivalency | 32 |
| 3.3.1.5 | Number of Viewpoints | 33 |
| 3.3.1.6 | Conclusion | 33 |
| 3.3.2 | Photo Hull Reconstruction by Shape from Photo-Consistency | 34 |
| 3.3.2.1 | Shape from Photo-Consistency | 35 |
| 3.3.2.2 | Discussion | 35 |
| 3.3.2.3 | Photo-Consistency | 36 |
| 3.3.2.4 | The Photo Hull | 37 |
| 3.3.2.5 | The Space Carving Algorithm | 38 |
| 3.3.2.6 | Voxel Visibility | 39 |
| 3.3.2.7 | Conclusion | 40 |
| 4. | Basic Algorithm | 41 |
| 4.1 | Data | 41 |
| 4.1.1 | Camera Parameters | 41 |
| 4.1.2 | Image Data | 42 |
| 4.2 | Reconstruction | 43 |
| 4.2.1 | 3D Data Representation | 43 |
| 4.2.2 | Volumetric Bounding Box | 44 |
| 4.2.3 | Maximal Volume Intersection | 45 |
| 4.2.4 | Visual Hull Approximation | 45 |
| 4.2.5 | Photo-Consistent Surface | 45 |
| 4.2.5.1 | Active Source Camera Test | 46 |
| 4.2.5.2 | Photo Consistency Test | 47 |
| 5. | Advanced Algorithm | 48 |
| 5.1 | Overview | 48 |
| 5.1.1 | Deployment | 48 |
| 5.1.2 | Process Flow | 48 |
| 5.2 | Texture Processing | 49 |
| 5.2.1 | Lookup Table for Projection Coordinates | 50 |
| 5.2.2 | Mapping Image Data into Textures | 51 |
| 5.2.3 | Texture Upload and Processing Performance | 51 |
| 5.2.4 | GPU Image Processing | 53 |
| 5.3 | Destination Cameras | 53 |
| 5.3.1 | Discussion | 54 |
| 5.3.1.1 | Ray Casting vs. Multi Plane Sweeping | 55 |
| 5.3.1.2 | Virtual vs. Natural Views | 56 |
| 5.3.2 | Interleaved Depth Sampling | 57 |
| 5.3.3 | Active Destination Cameras | 59 |
| 5.3.3.1 | Source Camera Viewing Ray | 59 |
| 5.3.3.2 | Intersection of Volume and Source Camera Viewing Ray | 60 |
| 5.3.3.3 | Activity Decision | 61 |
| 5.4 | Reconstruction | 61 |
| 5.4.1 | Vertex Data | 62 |
| 5.4.2 | Vertex Shader Visual Hull Approximation | 63 |
| 5.4.2.1 | Decreasing the Sampling Error for Interleaved Sampling | 63 |
| 5.4.2.2 | Early Ray Carving | 63 |
| 5.4.3 | Fragment Shader Photo-Consistent Surface | 64 |
| 5.4.3.1 | Filling Holes | 64 |
| 5.4.3.2 | Modified Active Source Camera Decision | 65 |
| 5.4.4 | Fragment Shader Color Blending | 66 |
| 5.4.5 | Fragment Shader Render to Texture | 67 |
| 5.5 | Postprocessing | 69 |
| 5.5.1 | Extracting Texture Data | 69 |
| 5.5.2 | Filling Interior Volume Data | 70 |
| 5.5.2.1 | Ambiguities | 70 |
| 5.5.2.2 | Performance | 71 |
| 6. | Experiments | 72 |
| 6.1 | System Setup | 72 |
| 6.2 | Implementation | 72 |
| 6.3 | Datasets | 73 |
| 6.4 | Performance | 74 |
| 6.4.1 | Abstract Data Performance Experiments | 75 |
| 6.4.1.1 | CPU-GPU Texture Upload | 75 |
| 6.4.1.2 | Interleaved Sampling | 75 |
| 6.4.1.3 | Early Ray Carving | 75 |
| 6.4.1.4 | Fragment Shader CIELab-RGB Conversion | 76 |
| 6.4.1.5 | Porting all Load to the Fragment Processor | 76 |
| 6.4.1.6 | GPU-CPU Texture Read-back | 76 |
| 6.4.1.7 | FBO Texture Size | 77 |
| 6.4.1.8 | Impact of CPU-GPU Texture Upload on overall Performance | 77 |
| 6.4.1.9 | Number of Source Cameras | 77 |
| 6.4.1.10 | Number of Destination Cameras | 78 |
| 6.4.2 | Concrete Data Performance Experiments | 78 |
| 6.4.2.1 | Algorithmic Features | 79 |
| 6.4.2.2 | Destination Cameras | 79 |
| 6.4.2.3 | Volumetric Resolution | 80 |
| 6.4.2.4 | Volumetric Bounding Box | 80 |
| 6.4.2.5 | PCS Increments | 80 |
| 6.4.3 | Conclusion | 81 |
| 6.4.3.1 | Algorithmic Features | 81 |
| 6.4.3.2 | Parameters | 81 |
| 6.4.3.3 | GPU/CPU Comparison | 81 |
| 6.5 | Quality | 82 |
| 6.5.1 | Concrete Data Quality Experiments | 82 |
| 6.5.1.1 | Volumetric Resolution | 82 |
| 6.5.1.2 | Volumetric Bounding Box | 82 |
| 6.5.1.3 | PCS Increments | 83 |
| 6.5.2 | Visual Experiments | 83 |
| 6.5.2.1 | Image Segmentation | 83 |
| 6.5.2.2 | Interleaved Sampling and MVI | 83 |
| 6.5.2.3 | Camera Viewing Cone Intersection | 83 |
| 6.5.2.4 | Reconstruction of VHA and PCS | 84 |
| 6.5.2.5 | Volumetric Resolution | 84 |
| 6.5.2.6 | PCS Increments | 84 |
| 6.5.2.7 | Geometrical Score for Active Source Camera Computation | 85 |
| 6.5.2.8 | Range of Color Distances for Active Source Camera Computation | 85 |
| 6.5.2.9 | Labeling of Interior Space | 85 |
| 6.5.3 | Conclusion | 85 |
| 6.5.3.1 | Image Segmentation | 86 |
| 6.5.3.2 | BB, MVI and Viewing Cone Intersection | 86 |
| 6.5.3.3 | VHA and PCS | 86 |
| 6.5.3.4 | PCS Parameters | 86 |
| 6.5.3.5 | Labeling of Interior Space | 87 |
| 7. | Discussion and Enhancements | 88 |
| 7.1 | Summary | 88 |
| 7.2 | Limitations | 89 |
| 7.3 | Future Work | 89 |
| 7.3.1 | Online System | 89 |
| 7.3.2 | Performance | 90 |
| 7.3.3 | Quality | 90 |
| 7.4 | Annotation | 91 |
| A. | Abstract Data Performance Experiments | 92 |
| B. | Concrete Data Performance Experiments | 97 |
| C. | Concrete Data Quality Experiments | 103 |
| D. | Visual Experiments | 107 |
| References | 126 |
Text Sample:
Chapter 2.2 Shape from Photo-Consistency:
Techniques, that reconstruct a 3D scene by shape from silhouette employ information about foreground and background pixels. The 3D shape is known as volume intersection, since it represents the 3D intersection of the backprojected 2D silhouettes. Shape from photo-consistency is a generalization of this approach with using additional greyscale or color information. Applying further constraints, these methods can achieve a tighter approximation of the true shape. The property of photo-consistency relates to the fact, that the radiance from a particular (unknown) scene point should be consistent with the irradiance measured in the corresponding image pixels from where the point is visible. For each scene point can thus be determined, if it is consistent with the set of images. This is the inverse approach of the one taken by image-based stereo algorithms. Instead of evaluating the pixels that are corresponding to a particular scene point, they start from the images and try to find pixels that may correspond to the same scene point.
The coordinates of the point are then obtained by triangulation. Due to this, shape from photo-consistency is also referred to as scene-based stereo. Similar to the term of photo-consistency, LECLERC et al. define self-consistency as a pixel correspondence measure for evaluating image-based stereo algorithms.
When comparing both approaches, image-based stereo shows several drawbacks. In particular related to the reconstruction of a global consistent scene. Also, the recovered points are arbitray located within point clouds and hence, do not correspond to a voxel representation on a regular grid. However, since image-based stereo algorithms (1) are related to the ray-based sampling employed for the proposed approach and (2) achieve real-time framerates for generation of novel views, they are considered for this review. A survey of two-view stereo algorithms is provided by SCHARSTEIN and SZELISKI.
In den Warenkorb
48,00 €
Link zur Arbeit:
http://www.diplom.de/ean/9783836601993
Arbeit zitieren:
Nitschke, Christian Dezember 2006: A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics Hardware, Hamburg: Diplomica Verlag
Schlagworte:
Graphics Hardware, Computer Graphics, 3D Modelling, 3D Reconstruction, GPU-Acceleration



