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

机译:利用摄动函数和被动立体投影特征重建真实感物体

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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.
机译:描述了一种基于对象空间中的轮廓图像来计算体积模型的有效方法。提出了一种根据图像序列形成真实物体轮廓的方法。显示了使用中心和轮廓的投影构造的金字塔金字塔。所有边界金字塔的交点确定对象的几何表示。提出了获取关于景深的信息的方法。提出了一种基于摄动函数的三维物体双目立体重构方法。在该方法中,干扰是线性的,并且需要使用标准OpenGL使用GPU进行线性补偿的方法。定义在其中输出图像的GPU中的帧缓冲区(通道)的部分。被动立体声使用两个通道处理用于左眼和右眼的图像。这两个通道都处理一个代表用户定义模型并附加到根节点(场景根)的主场景图。通道的投影变换(视图变换)设置不同,这取决于已知参数,例如屏幕的大小和距离,用户视点的位置,立体底座等,这些参数在校准文件。本文显示了所提出的方法相对于已知的三维模型重建方法的优势。

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