A Framework for Real-time 3D Reconstruction by Space Carving using Graphics Hardware
Diploma Thesis from the year 2006 in the subject Computer Science - Applied, grade: 1.0, University of Weimar (Faculty of Media), 76 entries in the bibliography, language: English, abstract: 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 exists a powerful algorithm for shape reconstruction from arbitrary viewpoints, called Space Carving. 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 Space Carving. 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 with current hardware and compared to highly optimized CPU implementations. It is shown that the new approach can outperform the latter by more than one magnitude.
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A Framework for Realtime 3-D Reconstruction by Space Carving Using Graphics ...
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3D reconstruction 3D shape achieved active camera active source camera algorithm algorithmic features camera decision captured CIELab color distances color space Computer Vision concavities cone intersection convex hull coordinate frame corresponding CPU_Box CPU_Rays Dancer1 dataset defined depth depthbuffer destination cameras dynamic dynamic texture Early Ray Carving encoded experiment Figure fragment shader geometrical GPU-accelerated image data image plane image processing image resolution image segmentation image-based implementations increased interior voxels Interleaved Sampling MOD MOD novel view obtained occluded Paper Houses dataset PCS increments PCS testing Performance Impact perspective projection photo hull photo-consistency testing pixels proposed approach QVGA radiance ray-based read-back real-time relates scck setup shape from photo-consistency shape from silhouette source camera source camera images Space Carving stereo surface patch techniques texture upload threshold vertex shader view-dependent viewing ray virtual views visibility visual hull volume intersection Volumetric Bounding Box volumetric resolution voxel Voxel Coloring