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Published byJanice Collins Modified over 9 years ago
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Interactively Modeling with Photogrammetry Pierre Poulin Mathieu Ouimet Marie-Claude Frasson Dép. Informatique et recherche opérationnelle Université de Montréal
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Motivation Photo-realism is difficult to achieve Important recent progress in rendering Acquiring realistic 3D models is still a major hurtle Important needs for realism, special effects in movies, CAR, etc. Extracting 3D models from photographs
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Computer Vision / Robotics 3D models do not satisfy most of the visual accuracy necessary in graphics Fully automatic systems are challenging : –false correspondences –missed edge detections –noise –textures Provide much inspiration in our system
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Our Interactive Reconstruction System User knows the 3D models / textures User is responsible for everything User interactions : –User draws 2D primitives –User puts the 2D primitives in correspondences –User adds 3D constraints –User extracts a unified texture
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Drawing 2D Primitives
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Correspondences
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3D Constraints Perpendicularity Parallelism Co-planarity
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Extracted Textures
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Reconstruction Process Incremental Robust Intuitive Provides good graphics models Labor-intensive
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The Camera Our camera is a transformation matrix No explicit need for real camera parameters
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Reconstructing a Camera 6 or more 2D-to-3D point correspondences (0,1,0) (0,1,1) (1,1,0) (0,0,1) (1,0,0) (1,0,1)
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Reconstructing a Camera Least-squares to compute all T i Solution with SVD –Fast –Robust –Always provides a solution –Conditions for accuracy similar to non-linear
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Reconstructing a 3D Point Incidence of 3D point on planes Least-squares to compute each (x,y,z) Polygons as set of 3D points
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Reconstructing a 3D Line Plücker coordinates of a 3D line
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Additional 3D Constraints Co-planarity Parallelism Perpendicularity Weights can be used to alter the importance of certain constraints Weights
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Iterating Better cameras give better 3D geometry Better 3D geometry give better cameras Iterations between the two improve both
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Convergence
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Recovering Texel Colors u v u v t s Texture map3D Polygon 2D Images t t s s
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Occlusion Testing Zones of Occlusion 3D Model 2D Image
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Linear Fit Misalignments due to imprecisions in the 3D model and its cameras 2D transformation matrix using least-squares
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Unifying Texel Criteria Clustering to discriminate view-dependent colors for a texel Other metrics used to weight valid texels : –Projected area (adaptive sampling) –Texture quality
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Two Scenes with Cubes
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Desktop
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Lego Tower
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Coffee Pot
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Conclusions User knows best Satisfying 3D models and extracted textures Labor-intensive
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Future Work Better user interface Error detection Radiances, reflectances, and global illumination Displacement maps on 3D primitives Bounds on reconstructed information
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