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Computing 3D Geometry Directly From Range Images

Computing 3D Geometry Directly From Range Images. Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories. Geometry from Range Data A Classic Approach. Subject. Range images. Range surfaces. Final model. Volumetric Methods.

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Computing 3D Geometry Directly From Range Images

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  1. Computing 3D Geometry DirectlyFrom Range Images Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories

  2. Geometry from Range DataA Classic Approach Subject Range images Range surfaces Final model

  3. Volumetric Methods • Create a volumetric representation of the object from the range surfaces • Triangulate the volume data • Advantages • Robust to scanner noise and image alignment errors • Provide good-quality, water-tight models • Disadvantages • Resolution limited by volume size • Large memory footprint • Long processing times

  4. Curless and Levoy (SIGGRAPH ‘96) • Generate range surfaces from range images • For each range surface • Compute signed distances to nearby volume points along the line of sight from the sensor • Weight the computed distance based on uncertainty • Combine distances using a weighted average • Triangulate the zero-valued iso-surface of the volume using Marching Cubes

  5. Wheeler (Ph.D. thesis, CMU ‘96) • Similar to Curless and Levoy except: • Compute true distances from range surfaces • Compute and store distances in a 3-color octree • Triangulate the octree using a modified Marching Cubes algorithm True distance Distance along line-of-sight

  6. Our Approach • Use Adaptively Sampled Distance Fields (ADFs) as the volumetric representation • Reduces computation and memory footprint • Compute the ADF directly from range images • Avoids generating range surfaces and computing distances from range surfaces • Add detail and edit occluded regions directly • ADFs provide a direct and intuitive sculpting interface • Use a new triangulation method • Fast (200,000 triangles in 0.37 seconds) • Produces optimal triangle models • Produces LOD triangle models

  7. Distance Fields • Specify the (possibly) signed distance to a shape -130 -95 -62 -45 -31 -46 -57 -86 -129 -90 -90 -49 -217 2516-3 -43 -90 -71 -5 30 -4 -38 -32 -3 -46 12 1 -50 -93 -3 -65 20 2D shape with sampled distances to its edge Regularly sampled distance values 2D distance field

  8. Regularly Sampled Distance Fields • Similar to regularly sampled images, insufficient sampling of distance fields results in aliasing • Because fine detail requires dense sampling, excessive memory is required with regularly sampled distance fields when any fine detail is present

  9. Adaptively Sampled Distance Fields (ADFs) • Detail-directed sampling • High sampling rates only where needed • Spatial data structure (e.g., an octree) • Fast localization for efficient processing • Reconstruction method (e.g., trilinear interpolation) • For reconstructing the distance field and its gradient from the sampled distance values

  10. Advantages of ADFs ADFs provide •Spatial hierarchy • Distance field • Object surface • Object interior • Object exterior • Surface normal (gradient at surface) • Direction to closest surface point (gradient off surface) ADFs consolidate the data needed to represent complex objects

  11. Comparison of 3-color Quadtrees and ADFs • Fewer distance computations • Smaller memory footprint 23,573 cells (3-color) 1713 cells (ADF)

  12. Computing ADFs Directly from Range Images • Range images measure distances along the line-of-sight rather than true distances • At each ADF sample point • Compute the projected distance to the object surface from the line-of-sight distance for each range image • Correct each projected distance by dividing by the local gradient magnitude of the projected distance field to approximate the true distance • Choose the true distance with the highest confidence • The local gradient magnitude is constant in the direction perpendicular to the range image • Can be pre-computed and stored as a 2D image

  13. Editing Occluded Regions and Adding Detail to Scanned Models • ADFs are a volumetric representation • Provide an intuitive interface for direct sculpting of 3D models • Kizamu (Perry and Frisken, SIGGRAPH 2001) • System for sculpting digital characters • Can sculpt high resolution ADFs (equivalent to 20483 volumes) at interactive rates • Reasonable memory footprint • Produces LOD triangulations of the sculpted models

  14. Triangulation Method • Seed • Each boundary leaf cell of the ADF is assigned a vertex that is initially placed at the cell’s center • Join • Vertices of neighboring cells are joined to form triangles • Relax • Vertices are moved to the surface using the distance field • Improve • Vertices are moved over the surface towards their average neighbors' position to improve triangle quality

  15. Creating LOD Triangle Models • Adapt triangulation to generate LOD models • Traverse octree from root to leaf cells • Seed vertices in (possibly) non-leaf boundary cells that satisfy a minimum error criterion • Ignore cells below these in the hierarchy

  16. Results ADF generated from an 800x800 elevation image of the Grand Canyon

  17. Results Sphere generated from 2 range images (synthetic data) Sphere generated from 14 range images (synthetic data)

  18. Results Two views of a cow model generated from 14 range images (synthetic data)

  19. Summary • Use of distance fields provides more robust methods and water-tight surfaces • ADFs result in significant savings in memory and distance computations • Distances are computed directly from range images rather than from range surfaces • Resultant models can be directly sculpted to add detail and to edit occluded regions • Fast new triangulation method produces optimal triangle meshes from the ADF

  20. Future Work • Address noise in scanned data • Incorporate probabilistic methods from prior art for combining multiple scans • Extend probabilistic methods to exploit the distance field • Align scans using the distance field (replacing point-based alignment methods such as Iterative Closest Point)

  21. The End

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