3d scanning and reconstruction 02
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3D Scanning and Reconstruction (02) RNDr. Martin Madaras, PhD. - PowerPoint PPT Presentation

Virtual and Augmented Reality 3D Scanning and Reconstruction (02) RNDr. Martin Madaras, PhD. madaras@skeletex.xyz How the lectures should look like #1 Ask questions, please!!! - Be communicative - www.slido.com #VAR01 - More active you


  1. Virtual and Augmented Reality 3D Scanning and Reconstruction (02) RNDr. Martin Madaras, PhD. madaras@skeletex.xyz

  2. How the lectures should look like #1 Ask questions, please!!! - Be communicative - www.slido.com #VAR01 - More active you are, the better for you! - 2

  3. 3D Model Representations 3

  4. 3D Object Representations  How to represent a 3D object? 4

  5. 3D Object Representations  Polygons… 5

  6. 3D Object Representations  Voxels… 6

  7. 3D Object Representations  Recreating artwork 7

  8. 3D Object Representations  Mechanical objects 8

  9. 3D Object Representations  Maps, Cities, Landscape 9

  10. 3D Object Representations  Clouds, Smoke, Fog, Water 10

  11. 3D Object Representations  Points  Range Image, Point Cloud  Surfaces  Polygonal, Subdivision, Parametric, Implicit  Solids  Voxels, BSP Tree, CSG, Sweep, etc.  Hierarchical Structures  Scene graph, Application specific… 11

  12. Why so many representation?  Efficiency for different tasks  Rendering  Acquisition  Manipulation  Animation  Analysis  Data structures determine algorithms 12

  13. Range Image  Set of 3D points mapping to pixels of depth image  Structured Point Cloud  Acquired using a range scanner (eg. Kinect) 13

  14. Point Cloud  Unstructured set of 3D point samples  Acquired from multiple range scans, vision, etc. 14

  15. Polygonal Mesh  Connected mesh of polygons (usually triangles)  Most common representation, supported in OpenGL 15

  16. Key Questions  How to refine mesh ?  Aim for properties like smoothness  How to store mesh ?  Aim for efficiency of implementing subdivision rules 16

  17. Polygonal meshes  V, E, F  P, S 17

  18. Polygonal Meshes  Mesh Representations  Independent faces  Vertex and face tables  Adjacency lists  Winged-Edge 18

  19. Independent Faces  Each face lists vertex coordinates  Redundant vertices  No topology information 19

  20. Vertex and Face Tables  Each face lists vertex references  Shared vertices  Still no topology information 20

  21. Adjacency Lists  Store all vertex, edge and face adjacency  Efficient topology traversal  Extra storage 21

  22. Partial Adjacency Lists  Can we can store only some adjacency information and derive others? 22

  23. Winged Edge  Adjacency encoded in edges  All adjacencies in O(1) time  Little extra storage  Arbitrary polygons 23

  24. Winged Edge Example 24

  25. Taxonomy of 3D representations 25

  26. Computational Differences  Efficiency  Computational complexity ( O(n log n) )  Space/Time trade-off  Numerical stability/accuracy  Simplicity  Hardware acceleration  Ease of acquisition  Software creation and maintenance  Usability  Designer vs. computational engine 26

  27. Parametric vs. polygonal  Parametric  smooth, reparametrizable  harder rendering  precise rendering  Polygonal  discrete, hard to reparametrize  faster rendering or rasterization  approximative rendering 27

  28. How the lectures should look like #2 Ask questions, please!!! - Be communicative - www.slido.com #VAR01 - More active you are, the better for you! - 28

  29. 3D Cameras 29

  30. “Stereo Vision”  > 2 cameras  Photogrametry 30

  31. “Time of Flight”  Ligh pulses and its reflections captured by photodiodes 31

  32. “Structured Light”  Projection of patterns, capturing by camera 32

  33. “Structured Light”  Binary sequence – position 33

  34. Scan Registration  Iterative Closest Point (ICP) https://www.youtube.com/watch?v=k116t4cef-4 34

  35. Scan Registration  Iterative Closest Point (ICP) 35

  36. Scan Registration  Iterative Closest Point (ICP) 36

  37. ICP  Normal-space Sampling 37

  38. ICP  Point-to-Plane Error Metric  Minimize the sum of the squared distance between a point and the tangent plane at its correspondence point [Chen & Medioni 91] 38

  39. Filtering  Multiview filtering  Volumetric grid  Sample radius  ML-based using CNN 39

  40. Mesh reconstruction  Conversion into an implicit function  Poisson reconstruction 40

  41. Mesh reconstruction  Isosurface extraction  Marching cubes 41

  42. Marching cubes  Create cubes  Classify vertices  Build indices  Lookup edge list 42

  43. Marching cubes  Create cubes  Classify vertices  Build indices  Interpolate Triangle Vertices 43

  44. Marching cubes  Create cubes  Classify vertices  Build indices  Interpolate Triangle Vertices  Calculate normals 44

  45. Marching cubes 45

  46. Marching cubes 46

  47. Marching cubes 47

  48. Marching cubes 48

  49. Marching cubes 49

  50. PRAFOS Point cloud Rigid Alignment and Fusion of Scans 50

  51. Rotable - Point cloud Rigid Alignment and Fusion of Scans 51

  52. Rotable 52

  53. TAROS 53

  54. TAROS 54

  55. TAROS 55

  56. Inspection and Editing Inspection and Editing of Point Clouds in VR Bachelor thesis 2019 Bc. Luk áš Gajdošech 56

  57. Inspection and Editing 57

  58. Non-Rigid scanning and reconstruction Human Model Fusion 58

  59. Ultimate Goal  Real-time capturing of human performance and reconstruction rendering in virtual reality 59

  60. VR Pipeline  Skeleton and surface tracking  Surface reconstruction fusion  Compression & data streaming  Surface reconstruction from textures and skeleton  Rendering & applications 60

  61. Skeleton Tracking 61

  62. Point Cloud & Tracked Skeleton 62

  63. Tracking Optical Flow 63

  64. Skeletex Data Structure 64

  65. Skeletex Skeletex: Skeleton-texture Co-representation for Topology-driven Real-time Interchange and Manipulation of Surface Regions PACIFIC GRAPHICS 2018 ( Martin Madaras, Adam Rie čický, Michal Mesároš, Martin Stuchlík, Michal Piovarči ) 65

  66. Skeletex Pipeline  Automatic conversion of standard mesh 66

  67. Skeletex Pipeline  Real time GPU reconstruction  Pose-independent 67

  68. Mesh Generation  Regular quad lattice is generated for each segment 68

  69. Skeletex Construction 69

  70. Skeletons  Automatically extracted  Generated by artist  Property  neighboring surface segments are neighbors in the skeleton 70

  71. Skeletex Layout 71

  72. Separation Planes  Space segmentation 72

  73. Mesh Segmentation  Flood-fill algorithm over vertices 73

  74. Skeletex Segmentation 74

  75. Hybrid Skeletex Parameterization 75

  76. SPD  Separation Planes Driven  Deformed piecewise cylindrical parameterization  Given directly by the structure 76

  77. VSM  Vertex Sampling Maximizing  Balances the triangle area in texture space 77

  78. Bone Tangent Space  Pose-independent, normalized form of the surface 78

  79. Animation support  Roll quaternion 79

  80. Animation support  Yaw-pitch Quaternion 80

  81. Quaternion Deformations  Roll quaternion  Yaw-pitch quaternion 81

  82. Quaternion Deformations 82

  83. Skeletex LoD  32x32 up to 1024x1024 83

  84. Skeletex Reconstructions 84

  85. Segment Interchange 85

  86. Texture-space Morphing 86

  87. Texture-space Morphing 87

  88. Texture-space Morphing 88

  89. Texture-space Morphing 89

  90. Texture-space Morphing 90

  91. Skeletex Fusion 91

  92. Skeleton-based Segmentation 92

  93. Segmentation Map 93

  94. Height Map 94

  95. Intensity Map 95

  96. Fusion 96

  97. State of the art dynamic fusion techniques 97

  98. VolumeDeform 98

  99. Fusion4D 99

  100. BodyFusion 100

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