Photorealistic Object Reconstruction Using Perturbation Functions and Features of Passive Stereo Projection

S. Vyatkin, M. Nechyporuk, A. Romanyuk, Tatiana Troyanovskaya, O. Romanyuk, Olena Tsikhanovska
{"title":"Photorealistic Object Reconstruction Using Perturbation Functions and Features of Passive Stereo Projection","authors":"S. Vyatkin, M. Nechyporuk, A. Romanyuk, Tatiana Troyanovskaya, O. Romanyuk, Olena Tsikhanovska","doi":"10.1109/ACIT49673.2020.9208891","DOIUrl":null,"url":null,"abstract":"An effective approach to the calculation of volumetric models based on images of silhouettes in the object space is described. A method of forming the contours of a real object from a sequence of images is proposed. The construction of a bounding pyramid using the projection of the center and silhouette is shown. The intersection of all bounding pyramids determines the geometric representation of the object. Methods of obtaining information about the depth of the scene are proposed. A method of binocular stereo reconstruction of three-dimensional objects based on perturbation functions is proposed. In the method, interference is linear and requires linear compensation methods that are performed using the GPU by means of standard OpenGL. Defines the portion of the frame buffer (channel) in the GPU in which the image is output. Passive stereo uses two channels that process images intended for the left and right eye. Both channels handle a single main scene graph representing a user-defined model and attached to a root node (scene-root). Channels differ in the settings of the projection transformation (view-transform), which is determined by known parameters, such as the size and distance to the screen, the position of the user’s point of view, stereo base and others, which are specified in the calibration file. The paper shows the advantages of the proposed method over the known approaches of reconstruction of three-dimensional models.","PeriodicalId":372744,"journal":{"name":"2020 10th International Conference on Advanced Computer Information Technologies (ACIT)","volume":"68 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 10th International Conference on Advanced Computer Information Technologies (ACIT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ACIT49673.2020.9208891","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

An effective approach to the calculation of volumetric models based on images of silhouettes in the object space is described. A method of forming the contours of a real object from a sequence of images is proposed. The construction of a bounding pyramid using the projection of the center and silhouette is shown. The intersection of all bounding pyramids determines the geometric representation of the object. Methods of obtaining information about the depth of the scene are proposed. A method of binocular stereo reconstruction of three-dimensional objects based on perturbation functions is proposed. In the method, interference is linear and requires linear compensation methods that are performed using the GPU by means of standard OpenGL. Defines the portion of the frame buffer (channel) in the GPU in which the image is output. Passive stereo uses two channels that process images intended for the left and right eye. Both channels handle a single main scene graph representing a user-defined model and attached to a root node (scene-root). Channels differ in the settings of the projection transformation (view-transform), which is determined by known parameters, such as the size and distance to the screen, the position of the user’s point of view, stereo base and others, which are specified in the calibration file. The paper shows the advantages of the proposed method over the known approaches of reconstruction of three-dimensional models.
基于摄动函数和被动立体投影特征的逼真物体重建
提出了一种基于物体空间中轮廓图像的体积模型计算方法。提出了一种从图像序列中生成真实物体轮廓的方法。利用中心和剪影的投影构造一个边界金字塔。所有边界金字塔的交点决定了对象的几何表示。提出了获取景深信息的方法。提出了一种基于摄动函数的三维物体双目立体重建方法。在该方法中,干扰是线性的,需要使用GPU通过标准OpenGL执行线性补偿方法。定义GPU中输出图像的帧缓冲区(通道)的部分。被动立体声使用两个通道来处理左眼和右眼的图像。两个通道都处理一个主场景图,表示一个用户定义的模型,并附加到一个根节点(scene-root)。通道在投影变换(视图变换)的设置上有所不同,这是由已知参数决定的,例如尺寸和到屏幕的距离,用户视角的位置,立体基础等,这些都是在校准文件中指定的。本文显示了该方法相对于已知的三维模型重建方法的优点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信