Creating virtual models of real spaces and objects is cumbersome and time consuming. This paper focuses on the problem of geometric reconstruction from sparse data obtained from certain image-based modeling approaches. A number of elegant and simple-to-state problems arise concerning when the geometry can be reconstructed. We describe results and counterexamples, and list open problems.
Deep Dive into Geometric reconstruction from point-normal data.
Creating virtual models of real spaces and objects is cumbersome and time consuming. This paper focuses on the problem of geometric reconstruction from sparse data obtained from certain image-based modeling approaches. A number of elegant and simple-to-state problems arise concerning when the geometry can be reconstructed. We describe results and counterexamples, and list open problems.
Geometric reconstruction from point-normal data
Eleanor G. Rieffel
FXPAL
rieffel@fxpal.com
Don Kimber
FXPAL
kimber@fxpal.com
Jim Vaughan
FXPAL
jimv@fxpal.com
Abstract
Creating virtual models of real spaces and objects is cumber-
some and time consuming. This paper focuses on the prob-
lem of geometric reconstruction from sparse data obtained
from certain image-based modeling approaches. A number of
elegant and simple-to-state problems arise concerning when
the geometry can be reconstructed. We describe results and
counterexamples, and list open problems.
1
Introduction.
While three-dimensional virtual models have long been
used in industry for design, the increased speed and
graphics capabilities of today’s computers, higher band-
width, and the popularity of virtual environments mean
that virtual models are becoming ever easier to view,
manipulate, and distribuite. This improved ease of use
has spawned an increasing desire for better methods
to create models, including models of real objects and
spaces.
At FXPAL, we are particularly interested in the use
of virtual models in a factory setting [11] and in surveil-
lance [15, 26]. Common applications include training,
immersive telepresence, military exercises, and design
and testing of emergency response plans. Other appli-
cations range from virtual tourism [28, 27] and psychi-
atric treatment for post-traumatic stress disorder [14],
phobias [21], and autism [30].
Real estate offices are
beginning to use three-dimensional models to support
the creation of virtual tours [4]. Not only are marketing
departments beginning to make models of their prod-
ucts available to potential purchasers, but applications
are springing up around these models.
For example,
MyDeco [5] enables users to create models of a three-
dimensional space, place models of real furniture and
other home accessories that are available for purchase
in the virtual space, and then buy any of these products
directly from the site. Virtual worlds such as Second
Life [7] are filled with more or less realistic models of
real places and objects. Google Earth [3] now includes
three-dimensional models of various buildings.
Unfortunately, creating virtual models of real ob-
jects and spaces remains cumbersome and time con-
Figure 1:
Model of an IKEA Bookcase cabinet gener-
ated by the Pantheia system.
suming. Current state of the art modeling is done by
artists using interactive modeling tools, often supported
by measurement and photographs of the real space. An
ambitious long term research goal is to automatically
construct such models from collected images; fully au-
tomatic approaches are not yet possible. FXPAL’s Pan-
theia system [17, 25] enables users to create models by
marking up the real world with pre-printed uniquely
identifiable markers.
Predefined meanings associated
with the markers guide the system in creating mod-
els. The position and outward pointing normal at each
marker can be estimated from user-captured images or
video of the marked-up space. Point-normal data, con-
sisting of the position and outward pointing normal, can
be obtained using other technologies such as range scan-
ners.
This paper focuses on the problem of reconstructing
the geometry from the marker information. Our initial
attempts at reconstruction used ad hoc reconstruction
algorithms and markup placement strategies.
When
we tried to model a new space, we often needed to
place additional markers, add meanings to the markup
language, or revise the reconstruction algorithm to make
it more powerful. This paper is the result of our work to
place the geometric reconstruction aspect of our system
on a firmer formal footing.
arXiv:1003.3499v1 [cs.CG] 18 Mar 2010
2
Related Work.
This section discusses two types of related work. First,
we discuss related work in the area of image-based
modeling. Then we survey previous work in polyhedral
reconstruction from simple geometric data.
Researchers such as [23, 24, 13] work on non-
marker-based methods for constructing models from im-
ages. Their work advances progress on the hard prob-
lem of deducing geometric structure from image fea-
tures. Instead, we make the problem simpler by plac-
ing markers that are easily detected and have meanings
that greatly simplify the geometric deduction. Further-
more, a marker-based approach enables users to specify
which parts of the scene are important.
In this way,
Pantheia handles clutter removal and certain occlusion
issues easily, since it renders what the markers indicate
rather than what is seen.
From a large number of photographs of a place
or object, visual features, such as SIFT features [19],
can be extracted and rendered as point cloud models
[28, 29].
More generally, the area of ‘point based
graphics’ provides methods for representing surfaces by
point data, without requiring other graphics primitives
such as meshes [16].
These methods have been used
as primitives for modeling tools [9]. Amenta et al. [10]
describe the point based not
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