{"title":"Interactive modeling from dense color and sparse depth","authors":"V. Popescu, E. Sacks, Gleb Bahmutov","doi":"10.1109/TDPVT.2004.1335270","DOIUrl":null,"url":null,"abstract":"We are developing a system for interactive modeling of real world scenes. The acquisition device consists of a video camera enhanced with an attached laser system. As the operator sweeps the scene, the device acquires dense color and sparse depth frames that are registered and merged into a point-based model. The evolving model is rendered continually to provide immediate operator feedback. The interactive modeling pipeline runs at five frames per second. We model scenes in two modes based on their geometric complexity. Scenes that contain large smooth surfaces are modeled freehand; scenes that contain small uneven surfaces are modeled using a parallax-free camera bracket.","PeriodicalId":191172,"journal":{"name":"Proceedings. 2nd International Symposium on 3D Data Processing, Visualization and Transmission, 2004. 3DPVT 2004.","volume":"129 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2004-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. 2nd International Symposium on 3D Data Processing, Visualization and Transmission, 2004. 3DPVT 2004.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TDPVT.2004.1335270","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 10
Abstract
We are developing a system for interactive modeling of real world scenes. The acquisition device consists of a video camera enhanced with an attached laser system. As the operator sweeps the scene, the device acquires dense color and sparse depth frames that are registered and merged into a point-based model. The evolving model is rendered continually to provide immediate operator feedback. The interactive modeling pipeline runs at five frames per second. We model scenes in two modes based on their geometric complexity. Scenes that contain large smooth surfaces are modeled freehand; scenes that contain small uneven surfaces are modeled using a parallax-free camera bracket.