Applying the Grid to 3D capture technology (original) (raw)

3D modeling for multimedia applications

Proceedings Korea-France Workshop on …, 1998

Image coding standards usually focus on storing and transmitting signals efficiently, in a frame based approach. The coming MPEG-4 standard [1] adds a new challenge, namely bringing new services to image communication users. It moves towards representing a scene as a composition of audiovisual objects rather than "just" a collection of pixels.

The modelcamera: a hand-held device for interactive modeling

Fourth International Conference on 3-D Digital Imaging and Modeling, 2003. 3DIM 2003. Proceedings.

An important goal of automated modeling is to provide computer graphics applications with high quality models of complex real-world scenes. Prior systems have one or more of the following disadvantages: slow modeling pipeline, applicability restricted to small scenes, no direct color acquisition, and high cost. We describe a hand-held scene modeling device that operates at five frames per second and that costs $2,000. The device consists of a digital video camera with 16 laser pointers attached to it. As the operator scans the scene, the pointers cast blobs that are detected and triangulated to provide sparse, evenly spaced depth samples. The frames are registered and merged into an evolving model, which is rendered continually to provide immediate operator feedback.

INTEGRATED MODELING SYSTEMS FOR 3D VISION

A joint project between the Interdept. Research Center of the University of Padova (CIRGEO) and Dr. Richard. M. Levy, teaching Professor at the Faculty of Environmental Design of the University of Calgary (Canada), has been undertaken aimed to the generation of a full 3D model of an historical building and the surrounding environment, based on a terrestrial laser scanning survey. The main goal of this project is to provide a 3D representation where two different contents are merged together: the object’s geometry on one hand and a set of related historical and cultural information on the other hand. Indeed, through suitable VR authoring tools, like the Virtools Dev. software, it is now possible to build VR environments around laser scanning-based 3D models, which allow the user with a certain level of interaction with the model itself. This solution opens interesting perspectives towards the use of 3D models as a mean to promote the national Cultural Heritage content among remote people: portable cave systems, comprising of double projector devices, stereo 3D converter and a wide screen display, could be profitable employed to this end. In this paper we report the first results of our VR project, i.e. creating a TLS-based 3D model of the church of Pozzoveggiani, an ancient historical building located 15 km south of Padua (Italy). The second stage of the work, i..e. the generation of an interactive VR environment based on such 3D model is still in progress at current date. Therefore we will focus here on different issues related to the generation of a fully closed model of a complex structure, a situation frequently found in the Cultural Heritage field.

Image-based modeling and rendering

Image-based modeling and rendering differs from traditional graphics in that both the geometry and appearance of the scene are derived from real photographs. The techniques often allow for shorter modeling times, faster rendering speeds, and unprecedented levels of photorealism. In this course we will explain and demonstrate a variety of ways of turning images into models and then back into renderings, including movie maps, panoramas, image warping, photogrammetry, light fields, and 3D scanning. This course overviews the relevant topics in computer vision, and show how these methods relate to imagebased rendering techniques. The course shows ways of applying the techniques to animation as well as to 3D navigation, and to both real and synthetic scenes. One underlying theme is that the various modeling techniques make tradeoffs between navigability, geometric accuracy, manipulability, ease of acquisition, and level of photorealism; another theme is the close connection between image-based modeling and rendering and global illumination. The course shows how image-based lighting techniques allow photorealistic additions and modifications to be made to image-based models. The described techniques are illustrated with results from recent research, pioneering projects, and creative applications in art and cinema.

Real-time video-based modeling and rendering of 3D scenes

IEEE Computer Graphics and Applications, 2002

I n research on 3D image communications and virtual reality, developing techniques for synthesizing arbitrary views has become an important technical issue. Given an object's structural model (such as a polygon or volume model), it's relatively easy to synthesize arbitrary views. Generating a structural model of an object, however, isn't necessarily easy. For this reason, research has been progressing on a technique called image-based modeling and rendering (IBMR) that avoids this problem. To date, researchers have performed studies on various IBMR techniques. (See the "Related Work" sidebar for more specific information.) Our work targets 3D scenes in motion. In this article, we propose a method for view-dependent layered representation of 3D dynamic scenes. Using densely arranged cameras, we've developed a system that can perform processing in real time from image pickup to interactive display, using video sequences instead of static images, at 10 frames per second (frames/sec). In our system, images on layers are view dependent, and we update both the shape and image of each layer in real time. This lets us use the dynamic layers as the coarse structure of the dynamic 3D scenes, which improves the quality of the synthesized images. In this sense, our prototype system may be one of the first full real-time IBMR systems. Our experimental results show that this method is useful for interactive 3D rendering of real scenes.

A simple model generation system for computer graphics

Future Generation Computer Systems, 2005

Most 3D objects in computer graphics are represented as polygonal mesh models. Though techniques like image-based rendering are gaining popularity, a vast majority of applications in computer graphics and animation use such polygonal meshes for representing and rendering 3D objects. High quality mesh models are usually generated through 3D laser scanning techniques. However, even the inexpensive laser scanners cost tens of thousands of dollars and it is difficult for researchers in computer graphics to buy such systems just for model acquisition. In this paper, we describe a simple model acquisition system built from web cams or digital cameras. This low-cost system gives researchers an opportunity to capture and experiment with reasonably good quality 3D models. Our system uses standard techniques from computer vision and computational geometry to build 3D models.

Confluence of Computer Vision and Computer Graphics

2000

Cross l. Introduction 2. Review: the correspondence problem over multiple views 3. Results 4. Construction of virtual-reality models for polyhedral scenes 5. Augmented reality 6. Future developments 2 Surface reconstruction from multiple views using apparent contours 25 and surface texture Geoffrey Cross, Andrew Zisserman l. Introduction 25 2. Reconstruction from apparent contours 3. Computing the surface from texture information 4. Minimising reprojection errors using a surface representation 5.

MARS: A tool-based modeling, animation, and parallel rendering system

The Visual Computer, 1994

This paper describes a system for modeling, animating, previewing and rendering articulated objects. The system has a modeler of objects that consists of joints and segments. The animator interactively positions the articulated object in its stick, control vertex, or rectangular prism representation and previews the motion in real time. Then the data representing the motion and the models is sent to a multicomputer [iPSC/2 Hypercube (Intel)]. The frames are rendered in parallel, exploiting the coherence between successive frames, thus cutting down the rendering time significantly. Our main aim is to make a detailed study on rendering of a sequence of 3D scenes. The results show that due to an inherent correlation between the 3D scenes, an efficient rendering can be achieved.