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

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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


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Virtual and Augmented Reality

3D Scanning and Reconstruction (02)

  • RNDr. Martin Madaras, PhD.

madaras@skeletex.xyz

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  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #VAR01
  • More active you are, the better for you!

How the lectures should look like #1

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3D Model Representations

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3D Object Representations

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 How to represent a 3D object?

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3D Object Representations

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 Polygons…

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3D Object Representations

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 Voxels…

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3D Object Representations

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 Recreating artwork

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3D Object Representations

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 Mechanical objects

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3D Object Representations

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 Maps, Cities, Landscape

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3D Object Representations

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 Clouds, Smoke, Fog, Water

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3D Object Representations

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 Points

 Range Image, Point Cloud

 Surfaces

 Polygonal, Subdivision, Parametric, Implicit

 Solids

 Voxels, BSP Tree, CSG, Sweep, etc.

 Hierarchical Structures

 Scene graph, Application specific…

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Why so many representation?

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 Efficiency for different tasks

 Rendering  Acquisition  Manipulation  Animation  Analysis

 Data structures determine algorithms

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Range Image

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 Set of 3D points mapping to pixels of depth image  Structured Point Cloud

 Acquired using a range scanner (eg. Kinect)

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Point Cloud

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 Unstructured set of 3D point samples

 Acquired from multiple range scans, vision, etc.

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Polygonal Mesh

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 Connected mesh of polygons (usually triangles)

 Most common representation, supported in OpenGL

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Key Questions

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 How to refine mesh ?

 Aim for properties like smoothness

 How to store mesh ?

 Aim for efficiency of implementing subdivision rules

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Polygonal meshes

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 V, E, F  P, S

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Polygonal Meshes

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 Mesh Representations

 Independent faces  Vertex and face tables  Adjacency lists  Winged-Edge

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Independent Faces

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 Each face lists vertex coordinates

 Redundant vertices  No topology information

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Vertex and Face Tables

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 Each face lists vertex references

 Shared vertices  Still no topology information

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Adjacency Lists

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 Store all vertex, edge and face adjacency

 Efficient topology traversal  Extra storage

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Partial Adjacency Lists

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 Can we can store only some adjacency information and

derive others?

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Winged Edge

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 Adjacency encoded in edges

 All adjacencies in O(1) time  Little extra storage  Arbitrary polygons

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Winged Edge Example

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Taxonomy of 3D representations

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Computational Differences

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 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

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Parametric vs. polygonal

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 Parametric

 smooth, reparametrizable  harder rendering  precise rendering

 Polygonal

 discrete, hard to reparametrize  faster rendering or rasterization  approximative rendering

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  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #VAR01
  • More active you are, the better for you!

How the lectures should look like #2

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3D Cameras

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“Stereo Vision”

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 > 2 cameras  Photogrametry

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“Time of Flight”

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 Ligh pulses and its reflections captured by photodiodes

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“Structured Light”

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 Projection of patterns, capturing by camera

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“Structured Light”

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 Binary sequence – position

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Scan Registration

 Iterative Closest Point (ICP)

https://www.youtube.com/watch?v=k116t4cef-4

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Scan Registration

 Iterative Closest Point (ICP)

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Scan Registration

 Iterative Closest Point (ICP)

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ICP

 Normal-space Sampling

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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]

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Filtering

 Multiview filtering

 Volumetric grid  Sample radius

 ML-based using CNN

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Mesh reconstruction

 Conversion into an implicit function

 Poisson reconstruction

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Mesh reconstruction

 Isosurface extraction

 Marching cubes

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Marching cubes

 Create cubes  Classify vertices  Build indices  Lookup edge list

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Marching cubes

 Create cubes  Classify vertices  Build indices  Interpolate Triangle

Vertices

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Marching cubes

 Create cubes  Classify vertices  Build indices  Interpolate Triangle

Vertices

 Calculate normals

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Marching cubes

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Marching cubes

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Marching cubes

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Marching cubes

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Marching cubes

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Point cloud Rigid Alignment and Fusion of Scans

PRAFOS

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  • Point cloud Rigid Alignment and Fusion of Scans

Rotable

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Rotable

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TAROS

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TAROS

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TAROS

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Inspection and Editing

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Inspection and Editing of Point Clouds in VR Bachelor thesis 2019

  • Bc. Lukáš Gajdošech
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Inspection and Editing

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Non-Rigid scanning and reconstruction

Human Model Fusion

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Ultimate Goal

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 Real-time capturing of human performance and

reconstruction rendering in virtual reality

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VR Pipeline

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

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Skeleton Tracking

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Point Cloud & Tracked Skeleton

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Tracking Optical Flow

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Skeletex Data Structure

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Skeletex

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

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Skeletex Pipeline

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 Automatic conversion of standard mesh

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Skeletex Pipeline

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 Real time GPU reconstruction  Pose-independent

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Mesh Generation

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 Regular quad lattice is generated for each segment

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Skeletex Construction

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Skeletons

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 Automatically extracted  Generated by artist  Property

 neighboring surface segments are

neighbors in the skeleton

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Skeletex Layout

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Separation Planes

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 Space segmentation

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Mesh Segmentation

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 Flood-fill algorithm over vertices

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Skeletex Segmentation

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Hybrid Skeletex Parameterization

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SPD

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 Separation Planes Driven

 Deformed piecewise cylindrical parameterization  Given directly by the structure

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VSM

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 Vertex Sampling Maximizing

 Balances the triangle area in texture space

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Bone Tangent Space

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 Pose-independent, normalized form of the surface

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Animation support

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 Roll quaternion

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Animation support

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 Yaw-pitch Quaternion

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Quaternion Deformations

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 Roll quaternion  Yaw-pitch quaternion

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Quaternion Deformations

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Skeletex LoD

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 32x32 up to 1024x1024

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Skeletex Reconstructions

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Segment Interchange

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Texture-space Morphing

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Texture-space Morphing

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Texture-space Morphing

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Texture-space Morphing

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Texture-space Morphing

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Skeletex Fusion

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Skeleton-based Segmentation

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Segmentation Map

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Height Map

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Intensity Map

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Fusion

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State of the art dynamic fusion techniques

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VolumeDeform

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Fusion4D

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BodyFusion

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Our Advantage

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 All the other state of the art methods are volumetric  The fusion structure is also the streaming structure  Video codec can be directly used

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The end

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Give feedback for lectures Ask questions Future interest in CG jobs? Seminar every even week Thursday 16 – 18 (15 Oct, 29 Oct, etc) https://meet.google.com/fqn-ykup-bya

Feedback, Questions, Beers !

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Acknowledgements

 Thanks to all the people, whose work is shown here and whose

slides were used as a material for creation of these slides:

Matej Novotný, GSVM lectures at FMFI UK Peter Drahoš, PPGSO lectures at FIIT STU Output of all the publications and great team work Very best data from 3D cameras

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www.skeletex.xyz madaras@skeletex.xyz

Questions ?!