Digitizing archaeological excavations from multiple views

Xenophon Zabulis, Alexander Patterson, Kostas Daniilidis
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引用次数: 9

Abstract

We present a novel approach on digitizing large scale unstructured environments like archaeological excavations using off-the-shelf digital still cameras. The cameras are calibrated with respect to few markers captured by a theodolite system. Having all cameras registered in the same coordinate system enables a volumetric approach. Our new algorithm has as input multiple calibrated images and outputs an occupancy voxel space where occupied pixels have a local orientation and a confidence value. Both, orientation and confidence facilitate an efficient rendering and texture mapping of the resulting point cloud. Our algorithm combines the following new features: Images are back-projected to hypothesized local patches in the world and correlated on these patches yielding the best orientation. Adjacent cameras build tuples which yield a product of pair-wise correlations, called strength. Multiple camera tuples compete each other for the best strength for each voxel. A voxel is regarded as occupied if strength is maximum along the normal. Unlike other multi-camera algorithms using silhouettes, photoconsistency, or global correspondence, our algorithm makes no assumption on camera locations being outside the convex hull of the scene. We present compelling results of outdoors excavation areas.
从多个角度数字化考古发掘
我们提出了一种新的方法来数字化大规模的非结构化环境,如使用现成的数码相机进行考古发掘。摄像机是根据经纬仪系统捕获的几个标记进行校准的。将所有摄像机注册在同一坐标系统中可以使用体积方法。我们的新算法输入多个校准图像,并输出占用体素空间,其中占用的像素具有局部方向和置信度值。方向和置信度都有助于有效地渲染和纹理映射结果点云。我们的算法结合了以下新特征:将图像反向投影到世界上假设的局部斑块上,并在这些斑块上进行关联,从而产生最佳方向。相邻摄像机构建元组,产生成对相关的产物,称为强度。多个相机元组相互竞争,以获得每个体素的最佳强度。如果沿法线的强度最大,则认为一个体素已被占用。与其他使用轮廓、光一致性或全局对应的多相机算法不同,我们的算法不假设相机位置在场景的凸壳之外。我们提出了令人信服的结果,户外挖掘领域。
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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