In-Hand Scanning with Online Loop Closure

Total Page:16

File Type:pdf, Size:1020Kb

In-Hand Scanning with Online Loop Closure In-hand Scanning with Online Loop Closure Thibaut Weise1 Thomas Wismer1 Bastian Leibe2 Luc Van Gool1,3 1Computer Vision Laboratory 2 UMIC Research Centre 3ESAT/PSI-VISICS IBBT ETH Zurich, Switzerland RWTH Aachen, Germany KU Leuven, Belgium {weise,leibe,vangool}@vision.ee.ethz.ch [email protected] Abstract not satisfied with the result, additional scans might become necessary, making this a rather cumbersome process. We present a complete 3D in-hand scanning system that allows users to scan objects by simply turning them freely With an in-hand scanning setup [23], the user simply in front of a real-time 3D range scanner. The 3D object turns the object in front of a real-time 3D scanner, and the model is reconstructed online as a point cloud by register- 3D model of the object is reconstructed and displayed on- ing and integrating the incoming 3D patches with the online line. The user can thus directly control the coverage and 3D model. The accumulation of registration errors leads to quality of the reconstruction by turning the object appro- the well-known loop closure problem. We address this issue priately until he/she is satisfied with the result, making the already during the scanning session by distorting the object scanning process fast and intuitive. Current in-hand scan- as rigidly as possible. Scanning errors are removed by ex- ning approaches register the incoming 3D patches sequen- plicitly handling outliers. As a result of our proposed online tially [23, 15, 30], which leads to the well-known loop modeling and error handling procedure, the online model is closure problem: when performing a full scan around the of sufficiently high quality to serve as the final model. Thus, object, the accumulation of registration errors leads to an no additional post-processing is required which might lead offset at the scanning borders, resulting in visible artifacts to artifacts in the model reconstruction. We demonstrate (Fig. 1). Current approaches therefore use an additional of- our approach on several difficult real-world objects and fline optimization step to compensate for this problem and quantitatively evaluate the resulting modeling accuracy. remove accumulated artifacts. As a result, however, the on- line model is only a preview model which may well deviate from the final offline reconstructed model. Thus, an impor- 1. Introduction tant advantage of in-hand scanning systems, the direct and 3D scanning and modeling of real-world objects plays an reliable feedback, is lost. important role in many areas such as cultural heritage, ar- In this work we propose an in-hand scanning system that chitecture, and entertainment. However, 3D modeling is of- truly follows the WYSIWYG principle, yielding an online ten a time-consuming and costly process, preventing a more reconstructed model to serve as the final result. Instead of wide-spread use. In archeology, for example, only the most ignoring loop closure cases, our approach explicitly detects precious objects are typically scanned instead of the bulk of and compensates for them on-the-fly by deforming the on- the finds. In-hand scanning may alleviate that problem as it line model appropriately. As our goal is to avoid the need simplifies and speeds up the scanning process, thus reduc- for post-processing altogether, the online model needs to be ing time, cost, and man-power. accurate and robust. Our approach addresses this by han- 3D scanning generally consists of the following steps: 1) dling outliers using visibility constraints. We experimen- recording a set of 3D range scans from an object, 2) align- tally show that our online model building method is similar ing the individual surface patches, and 3) integrating these in performance to offline methods and that reconstruction surfaces into one seamless 3D mesh. In case the user is quality is visibly improved through online loop closing. 1630 2009 IEEE 12th International Conference on Computer Vision Workshops, ICCV Workshops 978-1-4244-4441-0/09/$25.00 ©2009 IEEE Related Work. Due to the vast amount of research in 3D scanning and modeling, we only discuss the work most relevant to our in-hand scanning system. A broader per- spective of the complete 3D modeling pipeline is given in [3]. For interactive applications, real-time, motion- insensitive range scanner are necessary to provide input data. Such systems have been proposed based on laser scan- ners [12, 27], time-of-flight cameras [21], and structured Figure 1. Visualization of the loop closure problem: five range light [24, 31, 18, 29, 16]. Structured-light systems have the scans of a rotating gear wheel are registered. A pairwise alignment advantage that they provide a full 2D depth map per frame error of only ±1◦ results in a considerable surface discrepancy at a higher accuracy than current time-of-flight cameras. where the model actually should close (indicated by red circles). In order to build a 3D model from depth scans, the indi- on the underlying representation. As the input data is noisy, vidual 3D surface patches need to be registered. ICP [4, 6] several measurements need to be integrated for each sur- and its variants [24, 9] are the technique of choice for this face part for accurate reconstruction. Since the input may geometric registration when an approximate alignment is also contain outliers, we need to be able to to differentiate available. For in-hand scanning systems, this is typically between true surface points and erroneous parts. Last but the case due to the high temporal resolution of the scanner. not least, the representation needs to be compact and easy The ICP registration can additionally be extended to texture to modify in order to facilitate online loop closure. [3, 30], which is however not yet used in our system. We address those requirements by quantizing the surface Interactive in-hand 3D modeling systems have recently and representing the model as a set of small oriented discs been demonstrated by [23, 15, 30]. In those systems, the or surface elements (surfels) whose size is directly depen- input depth scans are registered sequentially and are inte- dent on the scanning resolution. This quantized represen- grated into a simple preview model. Outliers are handled tation allows us to easily integrate multiple depth measure- by aggressive data pruning, but non-detected outliers will ments and to update the surface estimate when additional remain in the model. In order to remove the resulting accu- measurements become available. In addition, we collect mulation errors and loop-closure artifacts, in-hand scanning visibility statistics for each surfel to determine from which systems typically perform an offline global registration op- orientations it has been observed. This allows us to differ- timization step when all scans have been collected [22, 14, entiate between likely true surface points which have been 19]. After offline registration all input scans are integrated observed from many different directions and possible out- and converted into a seamless mesh [7, 13, 10]. liers for which this is not yet the case. In contrast, we address the loop closure problem using In the following, we describe the input data our approach an idea inspired by online loop closing methods employed is based on (Sec. 2.1) and the basic surfel representation in robotic localization and mapping [2]. As in the standard (Sec. 2.2). In order to bring the online surfel model into cor- in-hand scanning pipeline, we register depth scans sequen- respondence with the current scan, we perform rigid regis- tially to build up an online model. However, we explicitly tration with a fast ICP algorithm (Sec. 2.3). After successful try to detect loop closure cases and, once such a case has registration, the new scan is then integrated with the surfel been found, we deform the online model such that the dis- model, as described in Sec. 2.4. Sec. 3 then presents our continuous surface borders fit together and the accumulated extension to explicitly handle the loop closure problem. error is distributed over the entire online model. Many dif- 2.1. Data Acquisition ferent methods for constraint-based shape deformation have The in-hand scanning system is built on top of our real- been proposed in the past [1, 25, 26, 5]. Here, we use a time structured-light range sensor [29], running at 30 fps. graph-based space deformation method similar to [26] due This setup delivers one depth map Dt (VGA resolution) per to its efficiency and as-rigid-as-possible deformation. t u d∗ frame , containing for each pixel k a depth value k (in [27, 8] also propose a system that returns the online mm) corresponding to a 3D position p∗. model as the final result. Their approach employs implicit k Input Data Processing. Morphological operators are used surfaces for the complete modeling pipeline. In contrast to to remove small isolated geometry patches that are likely our method, however, they do not attempt to solve the loop ∗ outliers. Normals n are calculated using the method de- closure problem and do not explicitly handle outliers. k scribed in [20]. In order to penalize potentially inaccurate vertices, each depth value is assigned an input confidence 2. Online Model Building c∗ ∈ [0, 1] c∗ =0 value k , which is initialized to k at a depth In this paper, we propose an online model building ap- c∗ =1 map discontinuity, otherwise k . The confidence values proach that reconstructs a 3D model of an object from a se- are then spread out by a diffusion process [28]. Fig. 2(a) quence of depth scans. This task poses several requirements depicts an input scan colored according to confidence. 1631 2.3.
Recommended publications
  • Rendering of Complex Heterogenous Scenes Using Progressive Blue Surfels
    Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels SASCHA BRANDT, Paderborn University CLAUDIUS JÄHN, DeepL.com MATTHIAS FISCHER, Paderborn University FRIEDHELM MEYER AUF DER HEIDE, Paderborn University Fig. 1. 20 donut production lines with ∼50M Polygons each (∼1G total) rendered at interactive frame rates of ∼120 fps at a resolution of 2560×1440. We present a technique for rendering highly complex 3D scenes in real-time the interest dropped as one might consider the problem solved con- by generating uniformly distributed points on the scene’s visible surfaces. sidering the vast computational power of modern graphics hardware The technique is applicable to a wide range of scene types, like scenes and the rich set on different rendering techniques like culling and directly based on complex and detailed CAD data consisting of billions of approximation techniques. polygons (in contrast to scenes handcrafted solely for visualization). This A new challenge arises from the newest generation of head allows to visualize such scenes smoothly even in VR on a HMD with good mounted displays (HMD) like the Oculus Rift or its competitors image quality, while maintaining the necessary frame-rates. In contrast to other point based rendering methods, we place points in an approximated – high framerates are no longer a nice-to-have feature but become blue noise distribution only on visible surfaces and store them in a highly a hard constraint on what content can actually be shown to the GPU efficient data structure, allowing to progressively refine the number of user. To avoid nausea it is necessary to keep a high frame-rate of rendered points to maximize the image quality for a given target frame rate.
    [Show full text]
  • Multi-View Scene Capture by Surfel Sampling: from Video Streams to Non-Rigid 3D Motion, Shape & Reflectance
    Multi-View Scene Capture by Surfel Sampling: From Video Streams to Non-Rigid 3D Motion, Shape & Reflectance Rodrigo L. Carceroni Kiriakos N. Kutulakos Departamento de Ciˆencia da Computac¸˜ao Department of Computer Science Universidade Federal de Minas Gerais University of Toronto Belo Horizonte, MG, CEP 31270-010, Brazil Toronto, ON M5S3H5, Canada [email protected] [email protected] Abstract In this paper we study the problem of recovering the 3D shape, reflectance, and non-rigid motion properties of a dynamic 3D scene. Because these properties are completely unknown and because the scene’s shape and motion may be non-smooth, our approach uses multiple views to build a piecewise-continuous geometric and radiometric representation of the scene’s trace in space-time. A basic primitive of this representation is the dynamic surfel, which (1) encodes the instantaneous local shape, reflectance, and motion of a small and bounded region in the scene, and (2) enables accurate prediction of the region’s dynamic appearance under known illumination conditions. We show that complete surfel-based reconstructions can be created by repeatedly applying an algorithm called Surfel Sampling that combines sampling and parameter estimation to fit a single surfel to a small, bounded region of space-time. Experimental results with the Phong reflectance model and complex real scenes (clothing, shiny objects, skin) illustrate our method’s ability to explain pixels and pixel variations in terms of their underlying causes — shape, reflectance, motion, illumination, and visibility. Keywords: Stereoscopic vision (3D reconstruction, multiple-view geometry, multi-view stereo, space carving); Motion analysis (multi-view motion estimation, direct estimation methods, image warping, deformation analysis); 3D motion capture; Reflectance modeling (illumination modeling, Phong reflectance model) This research was conducted while the authors were with the Departments of Computer Science and Dermatology at the University of Rochester, Rochester, NY, USA.
    [Show full text]
  • Multi-Resolution Surfel Maps for Efficient Dense 3D Modeling And
    Journal of Visual Communication and Image Representation 25(1):137-147, Springer, January 2014, corrected Table 3 & Sec 6.2. Multi-Resolution Surfel Maps for Efficient Dense 3D Modeling and Tracking J¨orgSt¨uckler and Sven Behnke Autonomous Intelligent Systems, Computer Science Institute VI, University of Bonn, Friedrich-Ebert-Allee 144, 53113 Bonn, Germany fstueckler, [email protected] Abstract Building consistent models of objects and scenes from moving sensors is an important prerequisite for many recognition, manipulation, and navigation tasks. Our approach integrates color and depth measurements seamlessly in a multi-resolution map representation. We process image sequences from RGB-D cameras and consider their typical noise properties. In order to align the images, we register view-based maps efficiently on a CPU using multi- resolution strategies. For simultaneous localization and mapping (SLAM), we determine the motion of the camera by registering maps of key views and optimize the trajectory in a probabilistic framework. We create object models and map indoor scenes using our SLAM approach which includes randomized loop closing to avoid drift. Camera motion relative to the acquired models is then tracked in real-time based on our registration method. We benchmark our method on publicly available RGB-D datasets, demonstrate accuracy, efficiency, and robustness of our method, and compare it with state-of-the- art approaches. We also report on several successful public demonstrations where it was used in mobile manipulation tasks. Keywords: RGB-D image registration, simultaneous localization and mapping, object modeling, pose tracking 1. Introduction Robots performing tasks in unstructured environments must estimate their pose in reference to objects and parts of the environment.
    [Show full text]
  • Parallel and Efficient Boolean on Polygonal Solids
    Vis Comput (2011) 27: 507–517 DOI 10.1007/s00371-011-0571-1 ORIGINAL ARTICLE Parallel and efficient Boolean on polygonal solids Hanli Zhao · Charlie C.L. Wang · Yong Chen · Xiaogang Jin Published online: 22 April 2011 © Springer-Verlag 2011 Abstract We present a novel framework which can effi- 1 Introduction ciently evaluate approximate Boolean set operations for B- rep models by highly parallel algorithms. This is achieved Boolean operations, such as union (∪), subtraction (−), by taking axis-aligned surfels of Layered Depth Images and intersection (∩), are useful for combining simple mod- (LDI) as a bridge and performing Boolean operations on els to create complex solid objects on a Constructive Solid the structured points. As compared with prior surfel-based Geometry (CSG) tree, which has a variety of applications approaches, this paper has much improvement. Firstly, we in computer-aided design and manufacturing (CAD/CAM), adopt key-data pairs to store LDI more compactly. Secondly, virtual reality, and computer graphics (e.g., [4, 17, 18]). robust depth peeling is investigated to overcome the bottle- Polygonal meshes are the most popular boundary repre- neck of layer-complexity. Thirdly, an out-of-core tiling tech- sentation (B-rep) for 3D models. Although many commer- cial CAD systems, such as Rhinoceros [14] and ACIS [13], nique is presented to overcome the limitation of memory. are able to compute Boolean on polygons, they have diffi- Real-time feedback is provided by streaming the proposed culty in modeling very complex models (e.g., the scaffold pipeline on the many-core graphics hardware. of Bone as shown in Fig.
    [Show full text]
  • Point-Based Rendering
    Point-Based Rendering • Introduction and motivation Point-Based Rendering • Surface elements •Rendering • Antialiasing Matthias Zwicker • Hardware Acceleration Computer Graphics Lab • Conclusions ETH Zürich Point-Based Computer Graphics Matthias Zwicker 1 Point-Based Computer Graphics Matthias Zwicker 2 Motivation 1 Motivation 1 • Performance of 3D hardware has exploded (e.g., GeForce4: 136 million vertices per second) • Projected triangles are very small (i.e., cover only a few pixels) • Overhead for triangle setup increases (initialization of texture filtering, rasterization) Quake 2 Nvidia GeForce4 A simpler, more efficient rendering 1998 2002 primitive than triangles? Point-Based Computer Graphics Matthias Zwicker 3 Point-Based Computer Graphics Matthias Zwicker 4 Points as Rendering Motivation 2 Primitives • Modern 3D scanning devices • Point clouds instead of triangle meshes [Levoy and (e.g., laser range scanners) Whitted 1985, Grossman and Dally 1998, Pfister et acquire huge point clouds al. 2000] • Generating consistent triangle meshes is time consuming and difficult A rendering primitive for direct visualization of point clouds, without the need to triangle mesh (with point cloud generate triangle meshes? 4 million pts. [Levoy et al. 2000] textures) Point-Based Computer Graphics Matthias Zwicker 5 Point-Based Computer Graphics Matthias Zwicker 6 1 Point-Based Surface Representation Surface Elements - Surfels •Points are samples of the surface • Each point corresponds to a surface • The point cloud describes: element, or surfel, describing the surface in • 3D geometry of the surface a small neighborhood • Surface reflectance properties (e.g., diffuse color, etc.) • Basic surfels: • There is no additional information, such as • connectivity (i.e., explicit BasicSurfel { y neighborhood information between position points) position; color • texture maps, bump maps, etc.
    [Show full text]
  • Efficient High-Quality Volume Rendering of SPH Data
    Efficient High-Quality Volume Rendering of SPH Data Roland Fraedrich, Stefan Auer, and R¨udiger Westermann Fig. 1. A novel technique for order-dependent volume rendering of SPH data is presented. It provides rendering options like direct volume rendering (left), iso-surface rendering (middle), and mixed modes (right), and it renders data sets consisting of millions of particles at high quality and speed (42M @ 0.1 fps, 2.2M @ 4.5 fps, 2M @ 1.7 fps, from left to right) on a 1024×1024 viewport. Abstract—High quality volume rendering of SPH data requires a complex order-dependent resampling of particle quantities along the view rays. In this paper we present an efficient approach to perform this task using a novel view-space discretization of the simulation domain. Our method draws upon recent work on GPU-based particle voxelization for the efficient resampling of particles into uniform grids. We propose a new technique that leverages a perspective grid to adaptively discretize the view-volume, giving rise to a continuous level-of-detail sampling structure and reducing memory requirements compared to a uniform grid. In combination with a level-of-detail representation of the particle set, the perspective grid allows effectively reducing the amount of primitives to be processed at run-time. We demonstrate the quality and performance of our method for the rendering of fluid and gas dynamics SPH simulations consisting of many millions of particles. Index Terms—Particle visualization, volume rendering, ray-casting, GPU resampling. 1 INTRODUCTION Particle-based simulation techniques like Smoothed Particle Hydrody- tion. This representation can be rendered efficiently using standard namics (SPH) have gained much attention due to their ability to avoid volume rendering techniques.
    [Show full text]
  • The State of the Art in Interactive Global Illumination
    Volume 0 (1981), Number 0 pp. 1–27 COMPUTER GRAPHICS forum The State of the Art in Interactive Global Illumination Tobias Ritschel1;2 Carsten Dachsbacher3 Thorsten Grosch4 Jan Kautz5 Télécom ParisTech / CNRS (LTCI)1 and Intel Visual Computing Institute2 Karlsruhe Institute of Technology3 University of Magdeburg4 University College London5 !"#$%&'( ) *+,#-. ) !"#$%&'() 6/-**7) /$0+() %&8&'5-"*) 3,4*5'*) 1',2&%$"0) Figure 1: Photography of a scene with global illumination: Multiple diffuse and specular bounces, caustics and scattering. Abstract The interaction of light and matter in the world surrounding us is of striking complexity and beauty. Since the very beginning of computer graphics, adequate modeling of these processes and efficient computation is an intensively studied research topic and still not a solved problem. The inherent complexity stems from the underlying physical processes as well as the global nature of the interactions that let light travel within a scene. This article reviews the state of the art in interactive global illumination computation, that is, methods that generate an image of a virtual scene in less than one second with an as exact as possible, or plausible, solution to the light transport. Additionally, the theoretical background and attempts to classify the broad field of methods are described. The strengths and weaknesses of different approaches, when applied to the different visual phenomena, arising from light interaction are compared and discussed. Finally, the article concludes by highlighting design patterns for interactive global illumination and a list of open problems. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture / Radiosity / Raytracing 1.
    [Show full text]
  • Raycaching: Amortized Isosurface Rendering for Virtual Reality
    DOI: 10.1111/cgf.13762 COMPUTER GRAPHICS forum Volume 00 (2019), number 00 pp. 1–11 RayCaching: Amortized Isosurface Rendering for Virtual Reality F. Nysjo,¨ F. Malmberg and I. Nystrom¨ Centre for Image Analysis, Uppsala University, Uppsala, Sweden {fredrik.nysjo, filip.malmberg, ingela.nystrom}@it.uu.se Abstract Real-time virtual reality requires efficient rendering methods to deal with high- resolution stereoscopic displays and low latency head-tracking. Our proposed RayCaching method renders isosurfaces of large volume datasets by amortizing raycasting over several frames and caching primary rays as small bricks that can be efficiently rasterized. An occupancy map in form of a clipmap provides level of detail and ensures that only bricks corresponding to visible points on the isosurface are being cached and rendered. Hard shadows and ambient occlusion from secondary rays are also accumulated and stored in the cache. Our method supports real-time isosurface rendering with dynamic isovalue and allows stereoscopic visualization and exploration of large volume datasets at framerates suitable for virtual reality applications. Keywords: ray tracing, rendering, point-based graphics, rendering, immersive VR, virtual environments ACM CCS: • Computing methodologies → Ray tracing; Visibility; Point-based models; Virtual reality 1. Introduction elliptical-weighted-average (EWA)-splatting [BHZK05] that pro- vides smooth interpolation of normals and other surface attributes. Isosurfaces in sampled and procedural data are encountered in appli- However, for dynamic isovalue, indirect volume rendering often re- cations in many areas, including scientific visualization, construc- quires the complete isosurface to be recomputed when the isovalue tive solid geometry (CSG), computer animation and games. Efficient changes, which can be expensive.
    [Show full text]
  • A Compact RGB-D Map Representation Dedicated to Autonomous Navigation Tawsif Ahmad Hussein Gokhool
    A compact RGB-D map representation dedicated to autonomous navigation Tawsif Ahmad Hussein Gokhool To cite this version: Tawsif Ahmad Hussein Gokhool. A compact RGB-D map representation dedicated to autonomous navigation. Other. Université Nice Sophia Antipolis, 2015. English. NNT : 2015NICE4028. tel- 01171197 HAL Id: tel-01171197 https://tel.archives-ouvertes.fr/tel-01171197 Submitted on 3 Jul 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. UNIVERSITÉ DE NICE - SOPHIA ANTIPOLIS ÉCOLE DOCTORALE STIC SCIENCES ET TECHNOLOGIES DE L’INFORMATION ET DE LA COMMUNICATION THÈSE pour l’obtention du grade de Docteur en Sciences de l’Université de Nice-Sophia Antipolis Mention : AUTOMATIQUE ET TRAITEMENT DES SIGNAUX ET DES IMAGES Présentée et soutenue par Tawsif GOKHOOL Cartographie dense basée sur une représentation compacte RGB-D dédiée à la navigation autonome Thèse dirigée par Patrick RIVES préparée à l’INRIA Sophia Antipolis, Équipe LAGADIC-SOP soutenue le 5 Juin 2015 Jury: Rapporteurs : Pascal VASSEUR - Université de Rouen Frédéric CHAUSSE - Institut
    [Show full text]
  • Surfels: Surface Elements As Rendering Primitives
    Surfels: Surface Elements as Rendering Primitives Ý £ Ý Hanspeter Pfister £ Matthias Zwicker Jeroen van Baar Markus Gross Figure 1: Surfel rendering examples. Abstract 1 Introduction Surface elements (surfels) are a powerful paradigm to efficiently 3D computer graphics has finally become ubiquitous at the con- render complex geometric objects at interactive frame rates. Un- sumer level. There is a proliferation of affordable 3D graphics hard- like classical surface discretizations, i.e., triangles or quadrilateral ware accelerators, from high-end PC workstations to low-priced meshes, surfels are point primitives without explicit connectivity. gamestations. Undoubtedly, key to this success is interactive com- Surfel attributes comprise depth, texture color, normal, and oth- puter games that have emerged as the “killer application” for 3D ers. As a pre-process, an octree-based surfel representation of a graphics. However, interactive computer graphics has still not geometric object is computed. During sampling, surfel positions reached the level of realism that allows a true immersion into a and normals are optionally perturbed, and different levels of texture virtual world. For example, typical foreground characters in real- colors are prefiltered and stored per surfel. During rendering, a hi- time games are extremely minimalistic polygon models that often erarchical forward warping algorithm projects surfels to a z-buffer. exhibit faceting artifacts, such as angular silhouettes. A novel method called visibility splatting determines visible sur- Various sophisticated modeling techniques, such as implicit sur- fels and holes in the z-buffer. Visible surfels are shaded using tex- faces, NURBS, or subdivision surfaces, allow the creation of 3D ture filtering, Phong illumination, and environment mapping using graphics models with increasingly complex shapes.
    [Show full text]
  • The State of the Art in Interactive Global Illumination
    Volume 0 (1981), Number 0 pp. 1–27 COMPUTER GRAPHICS forum The State of the Art in Interactive Global Illumination , Tobias Ritschel1 2 Carsten Dachsbacher3 Thorsten Grosch4 Jan Kautz5 Télécom ParisTech / CNRS (LTCI)1 and Intel Visual Computing Institute2 Karlsruhe Institute of Technology3 University of Magdeburg4 University College London5 $ % # " Figure 1: Photography of a scene with global illumination: Multiple diffuse and specular bounces, caustics and scattering. Abstract The interaction of light and matter in the world surrounding us is of striking complexity and beauty. Since the very beginning of computer graphics, adequate modeling of these processes and efficient computation is an intensively studied research topic and still not a solved problem. The inherent complexity stems from the underlying physical processes as well as the global nature of the interactions that let light travel within a scene. This article reviews the state of the art in interactive global illumination computation, that is, methods that generate an image of a virtual scene in less than one second with an as exact as possible, or plausible, solution to the light transport. Additionally, the theoretical background and attempts to classify the broad field of methods are described. The strengths and weaknesses of different approaches, when applied to the different visual phenomena, arising from light interaction are compared and discussed. Finally, the article concludes by highlighting design patterns for interactive global illumination and a list of open problems. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture / Radiosity / Raytracing 1. Introduction the underlying principles of light-matter interaction are well understood, the efficient computation is still a challenging Light in the real world interacts with surrounding media and problem.
    [Show full text]
  • Online Surfel-Based Mesh Reconstruction
    This is the author’s version of an article that has been published in this journal. Changes were made to this version by the publisher prior to publication. The final version of record is available at http://dx.doi.org/10.1109/TPAMI.2019.2947048 IEEE TRANSACTIONS ON PATTERN ANALYSIS AND MACHINE INTELLIGENCE, VOL. XX, NO. X, SEPTEMBER 2018 1 SurfelMeshing: Online Surfel-Based Mesh Reconstruction Thomas Schops,¨ Torsten Sattler, and Marc Pollefeys Abstract—We address the problem of mesh reconstruction from live RGB-D video, assuming a calibrated camera and poses provided externally (e.g., by a SLAM system). In contrast to most existing approaches, we do not fuse depth measurements in a volume but in a dense surfel cloud. We asynchronously (re)triangulate the smoothed surfels to reconstruct a surface mesh. This novel approach enables to maintain a dense surface representation of the scene during SLAM which can quickly adapt to loop closures. This is possible by deforming the surfel cloud and asynchronously remeshing the surface where necessary. The surfel-based representation also naturally supports strongly varying scan resolution. In particular, it reconstructs colors at the input camera’s resolution. Moreover, in contrast to many volumetric approaches, ours can reconstruct thin objects since objects do not need to enclose a volume. We demonstrate our approach in a number of experiments, showing that it produces reconstructions that are competitive with the state-of-the-art, and we discuss its advantages and limitations. The algorithm (excluding loop closure functionality) is available as open source at https://github.com/puzzlepaint/surfelmeshing.
    [Show full text]