Creating Simplified 3D Models with High Quality Textures

Song Liu, W. Li, P. Ogunbona, Yang-Wai Chow
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引用次数: 5

Abstract

This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-time feedback of the currently scanned 3D model. Experimental results show that the proposed method is capable of keeping the model texture quality even for a heavily decimated model and that, when reconstructing small objects, photorealistic RGB textures can still be reconstructed.
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使用高质量纹理创建简化的3D模型
本文提出了对KinectFusion算法的扩展,该算法允许创建具有高质量RGB纹理的简化3D模型。这是通过以下方式实现的:(i)使用来自Kinect深度相机校准的高清RGB相机的图像创建模型纹理,(ii)使用改进的方案在包含比几何体积更多的体素数的不对称颜色体积中更新模型纹理,(iii)使用基于二次的网格抽取算法简化密集多边形网格模型,以及(iv)创建2D纹理并将其映射到输出3D模型中的每个多边形。该方法通过GPU并行处理实现了实时性。可视化通过光线投射的几何和颜色体积为用户提供了当前扫描的3D模型的实时反馈。实验结果表明,该方法即使在严重破坏的模型中也能保持模型的纹理质量,并且在重建小物体时仍能重建出逼真的RGB纹理。
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