SDLKF: Signed Distance Linear Kernel Function for surface reconstruction

IF 2.8 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Hao-Xiang Chen, Xiao-Lei Li, Tai-Jiang Mu, Qun-Ce Xu, Shi-Min Hu
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引用次数: 0

Abstract

In this paper, we introduce a novel explicit representation for surface reconstruction from multi-view images, named Signed Distance Linear Kernel Function (SDLFK), which simultaneously allows fast rendering and accurate surface reconstruction. The key insight is to use linear kernels to fit the Signed Distance Function (SDF) which has an analytic solution for volume rendering instead of numeric approximation. Specifically, the linear kernel function is defined within ellipsoids and calculated as the signed distance to the principal plane. For each ellipsoid intersected by rays, the expected depth and transmittance can be calculated through volume rendering with a closed-form solution. This procedure allows seamless switching between soft and hard surfaces, where the former facilitates optimization and the latter ensures precise reconstruction. Our evaluations demonstrate that our method improves the detailed geometry compared to state-of-the-art methods while maintaining fast and high-fidelity rendering.

Abstract Image

SDLKF:曲面重构的有符号距离线性核函数
本文提出了一种用于多视图图像表面重建的显式表示方法,称为有符号距离线性核函数(SDLFK),该方法可以同时实现快速绘制和精确的表面重建。关键的见解是使用线性核来拟合有符号距离函数(SDF),该函数具有解析解,用于体绘制而不是数值近似。具体地说,在椭球内定义线性核函数,并计算为到主平面的带符号距离。对于每一个与射线相交的椭球体,可以通过体绘制计算期望的深度和透光率,并采用闭式解。该程序允许在软表面和硬表面之间无缝切换,前者有助于优化,后者确保精确重建。我们的评估表明,与最先进的方法相比,我们的方法改善了详细的几何形状,同时保持了快速和高保真的渲染。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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