Automatic Camera Placement for Image-Based Modeling (original) (raw)

Image-based modeling and rendering

1998

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.

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.

Optimal Camera Placement for 3D Environment

Communications in Computer and Information Science, 2011

Efficient camera placement is important in order to make sure the cost of a monitoring system is not higher than what it should be. This is also to ensure the maintenance of that system will not be complex and take longer time. Based on these issues, it has become an important requirement to optimize the number of the camera in camera placement system inside particular environment. This problem is based on the well-known Art Gallery Problem but most of previous works only proposed solution to this problem in 2D. We propose a method for finding the minimum number of cameras that can observe maximum space of 3D environment. In this method we assume that each of the cameras has limited field of view of 90o and only to be placed on the wall of the environment. Placement in 3D environment uses volume approach that takes frustum's volume and space's volume to calculate minimum number of camera.

Photogrammetric modeling and image-based rendering for rapid virtual environment creation

2004

Abstract: For realistic simulations, architecture is one of the most important elements to model and render photorealistically. Current techniques of converting architectural plans or survey data to CAD models are labor intensive, and methods for rendering such models are generally not photorealistic. In this work, we present a new approach for modeling and rendering existing architectural scenes from a sparse set of still photographs.

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.

Automated Placement of Multiple Stereo Cameras

This paper presents a simulation framework for multiple stereo camera placement. Multiple stereo camera systems are becoming increasingly popular these days. Applications of multiple stereo camera systems such as tele-immersive systems enable cloning of dynamic scenes in real-time and delivering 3D information from multiple geographic locations to everyone for viewing it in virtual (immersive) 3D spaces. In order to make such multi stereo camera systems ubiquitous, solving the problem of optimal deployment (configuration) of 3D imaging components is motivated by the need (a) to create high quality 3D content and (b) to accommodate application specific requirements into optimal deployment without ad-hoc experimentations. One of the configuration parameters is the placement of stereo cameras that a®ects the quality of 3D reconstructions as well as the resolution achieved by the reconstruction. The novelty of our work is in formulating an optimization framework for optimal camera place...

Acquiring 3D Models from Images for Multimedia Systems

Multimedia Modeling - Modeling Multimedia Information and Systems, 2000

Multimedia systems integrate and process multiple types of contents such as text, image, graphics, video, and sound. In addition to text, image, and video, 3D graphics is becoming an important Internet medium for information exchange. To use 3D information, 3D graphics models must be acquired, and 3D model acquisition remains a very challenging task. This paper presents a system for automated acquisition of 3D models. After highlighting the main components of the system, this paper focuses on a new algorithm for constructive polygonization of 3D points. The acquisition results of real objects are illustrated using VRML.