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optically uncooperative materials |
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scanning in the presence of occlusions |
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insuring safety for delicate objects |
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scanning large objects at high resolution |
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accurate scanning in the field |
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filling holes in dense polygon models |
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handling large datasets |
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creating digital archives of 3D content |
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Some games with range data |
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fuzzy |
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scattering |
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transparent |
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moving |
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etc. |
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systematic bias of 40 microns |
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noise of 150 – 250 microns |
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worse at oblique angles of incidence |
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worse for polished statues |
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occlusions (& self-occlusion) force grazing
scans, which lead to holes |
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a scanner with a fixed triangulation angle
cannot circumvent all occlusions |
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a hammer & chisel can reach places
a triangulation scanner cannot |
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energy deposition |
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not a problem for marble statues |
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avoiding collisions |
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to insure safety, scan head should stay outside
the convex hull of the object |
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in the worst case, required standoff may equal
diameter of convex hull |
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a complicated object cannot be scanned entirely
from outside its convex hull |
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energy deposition |
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not a problem for marble statues |
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avoiding collisions |
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manual motion controls |
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automatic cutoff switches |
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one person serves as spotter |
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avoid time pressure |
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get enough sleep |
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surviving collisions |
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pad the scan head |
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David is 5 meters tall |
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chisel marks need 1/4mm |
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dynamic range of 20,000:1 |
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20,0002 = 1 billion polygons |
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14cm wide working stripe |
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David was ~30 stripes around |
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calibrated motions |
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pitch (yellow) |
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pan (blue) |
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horizontal translation (orange) |
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uncalibrated motions |
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vertical translation |
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remounting the scan head |
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moving
the entire gantry |
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104 scans |
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800 million polygons |
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4,000 color images |
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15 gigabytes |
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1 week of scanning |
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480 individually aimed scans |
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2 billion polygons |
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7,000 color images |
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32 gigabytes |
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30 nights of scanning |
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22 people |
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rotating scan motion is hard to make accurate |
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field reconfigurations are not repeatable |
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need a way to recalibrate in the field |
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steps |
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1.
manual initial alignment
- should have tracked gantry |
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2. ICP
to one existing scan
[Besl92] |
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3.
automatic ICP of all overlapping pairs
[Rusinkiewicz01] |
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4.
global relaxation to spread out error
[Pulli99] |
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5.
merging using volumetric method
[Curless96] |
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|
|
|
steps |
|
1.
manual initial alignment
- should have tracked gantry |
|
2. ICP
to one existing scan
[Besl92] |
|
3.
automatic ICP of all overlapping pairs
[Rusinkiewicz01] |
|
4.
global relaxation to spread out error
[Pulli99] |
|
5.
merging using volumetric method
[Curless96] |
|
|
|
|
|
steps |
|
1.
manual initial alignment |
|
2. ICP
to one existing scan |
|
3.
automatic ICP of all overlapping pairs |
|
4.
global relaxation to spread out error |
|
5.
merging using volumetric method |
|
|
|
|
|
steps |
|
1.
manual initial alignment |
|
2. ICP
to one existing scan |
|
3.
automatic ICP of all overlapping pairs |
|
4.
global relaxation to spread out error |
|
5.
merging using volumetric method |
|
|
|
|
|
steps |
|
1.
manual initial alignment |
|
2. ICP
to one existing scan |
|
3.
automatic ICP of all overlapping pairs |
|
4.
global relaxation to spread out error |
|
5.
merging using volumetric method |
|
|
|
|
|
steps |
|
1.
compensate for ambient illumination |
|
2.
discard shadowed or specular pixels |
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3. map
onto vertices – one color per vertex |
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4.
correct for irradiance ® diffuse reflectance |
|
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steps |
|
1.
compensate for ambient illumination |
|
2.
discard shadowed or specular pixels |
|
3. map
onto vertices – one color per vertex |
|
4.
correct for irradiance ® diffuse reflectance |
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range images instead of polygon meshes |
|
z(u,v) |
|
yields 18:1 lossless compression |
|
multiresolution using (range) image pyramid |
|
multiresolution viewer for polygon meshes |
|
2 billion polygons |
|
immediate launching |
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real-time frame rate when moving |
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progressive refinement when idle |
|
compact representation |
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fast pre-processing |
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hierarchy of bounding spheres with
position,
radius, normal vector, normal cone, color |
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traversed recursively subject to time limit |
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spheres displayed as splats |
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metadata – data about data |
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versioning – cvs for data archives |
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secure viewers for 3D models |
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robust 3D digital watermarking |
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viewing, measuring, extracting data |
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indexing and searching 3D content |
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insuring longevity for the archive |
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range data is measured data |
|
both the geometry and the topology are noisy |
|
“geometric signal processing” |
|
range data is not a cloud of unorganized points |
|
use connectivity between range samples |
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use lines of sight to scanner and camera |
|
range datasets are large |
|
representations that are exact only in the limit |
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algorithms that are fast and approximate |
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implementations that don’t need entire model in
memory |
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volumetric scan conversion |
|
range image synthesis |
|
multi-modality scanned models |
|
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convert point cloud to volume densities |
|
facilitates volumetric / statistical analyses |
|
new texture synthesis algorithms |
|
volume texture synthesis |
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texture synthesis of range data |
|
in range images |
|
in merged surface meshes |
|
application to hole filling |
|
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time-of-flight scans for overall shape |
|
triangulation scans for range texture |
|
photography for reflectance |
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|
Can range scanning be fully automated? |
|
Can we build a 3D fax machine? |
|
Will IBR
replace 3D scanning? |
|
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requires 6 DOF robot |
|
automatic view planning
[Connolly85,
Maver93, Pito96, Reed97,…] |
|
hard to guarantee safety |
|
use CT scanning instead? |
|
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|
quality and cost of rapid prototyping is
improving |
|
need automatic scanning |
|
need color printing |
|
how to match BRDF? |
|
looking for a killer app |
|
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Yes |
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simple, brute force |
|
universal meta-primitive |
|
geometry is implicit |
|
independent of scene complexity |
|
multiresolution is trivial |
|
hardware acceleration |
|
No |
|
discards structure of model |
|
rasterized geometry |
|
big and slow |
|