Toward Texturing for Immersive Modeling of Environment Reconstructed from 360 Multi-Camera

M. Lhuillier
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Abstract

The computation of a textured 3D model of a scene using a camera has three steps: acquisition, reconstruction and texturing. The texturing is important for visualization applications since it removes visual artifacts due to inaccuracies of the reconstruction, varying photometric parameters of the camera and non-Lambertian scene. This paper presents the first texturing pipeline for an unfrequent but important case: the reconstruction of immersive 3D models of complete environments from images taken by a 360 multi-camera moving on the ground. We contribute in many ways: sky texturing (not done in previous work), estimation of gain and bias corrections, and seam leveling. All methods are designed to deal with ordered sequences of thousands of keyframes. In the experiments, we start from videos taken by biking during 25 minutes in a campus using a helmet-held Garmin Virb 360.
360多摄像机重建环境沉浸式建模的纹理化研究
使用相机计算场景的纹理三维模型分为三个步骤:获取、重建和纹理化。纹理对于可视化应用非常重要,因为它消除了由于重建不准确、相机的光度参数变化和非兰伯场景而产生的视觉伪影。本文提出了第一个纹理管道,用于一个不常见但重要的案例:从在地面移动的360多摄像机拍摄的图像中重建完整环境的沉浸式3D模型。我们在许多方面做出了贡献:天空纹理(在以前的工作中没有做过),增益和偏差校正的估计,以及接缝平整。所有的方法都是为了处理数千个关键帧的有序序列而设计的。在实验中,我们从使用戴着头盔的Garmin Virb 360在校园里骑自行车25分钟拍摄的视频开始。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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