Towards point-based acquisition and rendering of large real-world environments

W. Corrêa, S. Fleishman, Cláudio T. Silva
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引用次数: 13

Abstract

This paper describes a pipeline for the acquisition and rendering of large real-world environments. In the acquisition phase, we use a laser rangefinder to capture the geometry of an environment, and a digital camera to capture its colors. In the rendering phase, we use a cluster of commodity PCs to render high-resolution images of the environment at interactive frame rates. In this paper, we describe in detail our scanning hardware, the tools we use to minimize the acquisition artifacts in the 3D scans, the procedure to register the scans to each other, and how to map colors from a photograph to a scan. We also present a sequential, out-of-core rendering approach that uses multiple threads to overlap rendering, visibility computation, and disk operations. Finally, we show how to use the sequential rendering approach as a building block for a parallel rendering system that uses a cluster of PCs to drive a high-resolution, multi-projector display wall. Our acquisition approach allows us to capture environments that would be extremely difficult to model by hand, and our rendering approach allows us to use inexpensive PCs, instead of high-end graphics workstations, to visualize those environments at interactive frame rates.
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朝着基于点的获取和渲染大型现实世界环境的方向发展
本文描述了一个用于获取和渲染大型现实世界环境的管道。在采集阶段,我们使用激光测距仪捕捉环境的几何形状,并使用数码相机捕捉其颜色。在渲染阶段,我们使用一组商用pc以交互帧率渲染环境的高分辨率图像。在本文中,我们详细描述了我们的扫描硬件,我们用来减少三维扫描中采集伪影的工具,扫描相互注册的程序,以及如何从照片映射到扫描的颜色。我们还提出了一种顺序的、内核外的呈现方法,它使用多个线程来重叠呈现、可见性计算和磁盘操作。最后,我们展示了如何使用顺序渲染方法作为并行渲染系统的构建块,该系统使用一组pc来驱动高分辨率多投影仪显示墙。我们的获取方法使我们能够捕捉到手工建模极其困难的环境,而我们的渲染方法使我们能够使用廉价的pc,而不是高端的图形工作站,以交互帧速率将这些环境可视化。
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