Computing 3D Geometry Directly From Range Images Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories.

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Presentation transcript:

Computing 3D Geometry Directly From Range Images Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories

Geometry from Range Data A Classic Approach SubjectRange imagesRange surfacesFinal model

Volumetric Methods Create a volumetric representation of the object from the range surfaces Triangulate the volume data Advantages Robust to scanner noise and image alignment errors Provide good-quality, water-tight models Disadvantages Resolution limited by volume size Large memory footprint Long processing times

Curless and Levoy (SIGGRAPH ‘96) Generate range surfaces from range images For each range surface Compute signed distances to nearby volume points along the line of sight from the sensor Weight the computed distance based on uncertainty Combine distances using a weighted average Triangulate the zero-valued iso-surface of the volume using Marching Cubes

Wheeler (Ph.D. thesis, CMU ‘96) True distance Distance along line-of-sight Similar to Curless and Levoy except: Compute true distances from range surfaces Compute and store distances in a 3-color octree Triangulate the octree using a modified Marching Cubes algorithm

Our Approach Use Adaptively Sampled Distance Fields (ADFs) as the volumetric representation Reduces computation and memory footprint Compute the ADF directly from range images Avoids generating range surfaces and computing distances from range surfaces Add detail and edit occluded regions directly ADFs provide a direct and intuitive sculpting interface Use a new triangulation method Fast (200,000 triangles in 0.37 seconds) Produces optimal triangle models Produces LOD triangle models

Distance Fields 2D shape with sampled distances to its edge Regularly sampled distance values 2D distance field Specify the (possibly) signed distance to a shape

Regularly Sampled Distance Fields Similar to regularly sampled images, insufficient sampling of distance fields results in aliasing Because fine detail requires dense sampling, excessive memory is required with regularly sampled distance fields when any fine detail is present

Adaptively Sampled Distance Fields (ADFs) Detail-directed sampling High sampling rates only where needed Spatial data structure (e.g., an octree) Fast localization for efficient processing Reconstruction method (e.g., trilinear interpolation) For reconstructing the distance field and its gradient from the sampled distance values

Advantages of ADFs ADFs consolidate the data needed to represent complex objects ADFs provide Spatial hierarchy Distance field Object surface Object interior Object exterior Surface normal (gradient at surface) Direction to closest surface point (gradient off surface)

Comparison of 3-color Quadtrees and ADFs 23,573 cells (3-color)1713 cells (ADF) Fewer distance computations Smaller memory footprint

Computing ADFs Directly from Range Images Range images measure distances along the line-of-sight rather than true distances At each ADF sample point Compute the projected distance to the object surface from the line-of-sight distance for each range image Correct each projected distance by dividing by the local gradient magnitude of the projected distance field to approximate the true distance Choose the true distance with the highest confidence The local gradient magnitude is constant in the direction perpendicular to the range image Can be pre-computed and stored as a 2D image

Editing Occluded Regions and Adding Detail to Scanned Models ADFs are a volumetric representation Provide an intuitive interface for direct sculpting of 3D models Kizamu (Perry and Frisken, SIGGRAPH 2001) System for sculpting digital characters Can sculpt high resolution ADFs (equivalent to volumes) at interactive rates Reasonable memory footprint Produces LOD triangulations of the sculpted models

Triangulation Method Seed Each boundary leaf cell of the ADF is assigned a vertex that is initially placed at the cell’s center Join Vertices of neighboring cells are joined to form triangles Relax Vertices are moved to the surface using the distance field Improve Vertices are moved over the surface towards their average neighbors' position to improve triangle quality

Creating LOD Triangle Models Adapt triangulation to generate LOD models Traverse octree from root to leaf cells Seed vertices in (possibly) non-leaf boundary cells that satisfy a minimum error criterion Ignore cells below these in the hierarchy

Results ADF generated from an 800x800 elevation image of the Grand Canyon

Results Sphere generated from 2 range images (synthetic data) Sphere generated from 14 range images (synthetic data)

Results Two views of a cow model generated from 14 range images (synthetic data)

Summary Use of distance fields provides more robust methods and water-tight surfaces ADFs result in significant savings in memory and distance computations Distances are computed directly from range images rather than from range surfaces Resultant models can be directly sculpted to add detail and to edit occluded regions Fast new triangulation method produces optimal triangle meshes from the ADF

Future Work Address noise in scanned data Incorporate probabilistic methods from prior art for combining multiple scans Extend probabilistic methods to exploit the distance field Align scans using the distance field (replacing point-based alignment methods such as Iterative Closest Point)

The End