{"title":"用于手持设备渲染的基于纹理飞溅的点云","authors":"Sergio García, R. Pagés, Daniel Berjón, F. Morán","doi":"10.1145/2775292.2782779","DOIUrl":null,"url":null,"abstract":"We propose a novel technique for modeling and rendering a 3D point cloud obtained from a set of photographs of a real 3D scene as a set of textured elliptical splats. We first obtain the base splat model by calculating, for each point of the cloud, an ellipse approximating locally the underlying surface. We then refine the base model by removing redundant splats to minimize overlaps, and merging splats covering flat regions of the point cloud into larger ellipses. We later apply a multi-texturing process to generate a single texture atlas from the set of photographs, by blending information from multiple cameras for every splat. Finally, we render this multi-textured, splat-based 3D model with an efficient implementation of OpenGL ES 2.0 vertex and fragment shaders which guarantees its fluid display on handheld devices.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Textured splat-based point clouds for rendering in handheld devices\",\"authors\":\"Sergio García, R. Pagés, Daniel Berjón, F. Morán\",\"doi\":\"10.1145/2775292.2782779\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose a novel technique for modeling and rendering a 3D point cloud obtained from a set of photographs of a real 3D scene as a set of textured elliptical splats. We first obtain the base splat model by calculating, for each point of the cloud, an ellipse approximating locally the underlying surface. We then refine the base model by removing redundant splats to minimize overlaps, and merging splats covering flat regions of the point cloud into larger ellipses. We later apply a multi-texturing process to generate a single texture atlas from the set of photographs, by blending information from multiple cameras for every splat. Finally, we render this multi-textured, splat-based 3D model with an efficient implementation of OpenGL ES 2.0 vertex and fragment shaders which guarantees its fluid display on handheld devices.\",\"PeriodicalId\":105857,\"journal\":{\"name\":\"Proceedings of the 20th International Conference on 3D Web Technology\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-06-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 20th International Conference on 3D Web Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2775292.2782779\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 20th International Conference on 3D Web Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2775292.2782779","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
摘要
我们提出了一种新的技术,用于建模和渲染从一组真实3D场景的照片中获得的3D点云,作为一组纹理椭圆碎片。我们首先通过计算云的每个点的局部近似下垫面的椭圆来获得基础碎片模型。然后,我们通过去除冗余的splats来优化基本模型,以最小化重叠,并将覆盖点云平坦区域的splats合并为更大的椭圆。我们随后应用多纹理过程,通过混合来自多个相机的信息,从一组照片中生成单个纹理图集。最后,我们渲染这个多纹理,飞溅为基础的3D模型与OpenGL ES 2.0顶点和片段着色器的有效实现,保证其流畅的显示在手持设备上。
Textured splat-based point clouds for rendering in handheld devices
We propose a novel technique for modeling and rendering a 3D point cloud obtained from a set of photographs of a real 3D scene as a set of textured elliptical splats. We first obtain the base splat model by calculating, for each point of the cloud, an ellipse approximating locally the underlying surface. We then refine the base model by removing redundant splats to minimize overlaps, and merging splats covering flat regions of the point cloud into larger ellipses. We later apply a multi-texturing process to generate a single texture atlas from the set of photographs, by blending information from multiple cameras for every splat. Finally, we render this multi-textured, splat-based 3D model with an efficient implementation of OpenGL ES 2.0 vertex and fragment shaders which guarantees its fluid display on handheld devices.