首页> 外文会议>Science and Technology for Humanity (TIC-STH), 2009 >Contour-based 3D point cloud simplification for modeling freeform surfaces
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Contour-based 3D point cloud simplification for modeling freeform surfaces

机译:基于轮廓的3D点云简化,可对自由曲面进行建模

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The reconstruction of accurate freeform surface models of 3D scanned objects is a common task encountered in creating virtual reality environments for anatomical reconstruction, cartography, cultural artifact modeling, digital archaeology, infrastructure renewal, and computer-aided design. Difficulties occur in reconstructing smooth surfaces from these scanned data sets because the acquired data is very large and is often infiltrated with scanning errors. For surface reconstruction, visualization, and interactive virtual modeling, it is necessary to reduce the amount of raw scanned data. Many existing data simplification techniques are complex and not directly applicable to spline-based surface models. A novel two stage contour-based data simplification algorithm is introduced in this paper and applied to facial surface reconstruction, which may be used for human modeling for computer games or model creation for virtual museums. The first stage extracts a series of equally spaced sectioned contours directly from a dense 3D data points. In the second stage, each extracted contour is redefined as a cubic B-spline curve by reduced number of control points defined by a user defined reduction ratio. A lofted surface is finally created from these reconstructed contours. The effectiveness of the synthetic surface reconstruction algorithm is demonstrated using its deviation values from its original point cloud data set. The experimental results show that the proposed algorithm generates a fairly accurate spline based facial model with only 5-20% of the actual scanned data, based upon the surface complexity. Performance can be improved by increasing the number of extracted contours, followed by a greater reduction ratio in the second data simplification stage.
机译:重建3D扫描对象的精确自由曲面模型是创建虚拟现实环境以进行解剖重建,制图,文化人工模型,数字考古,基础设施更新和计算机辅助设计时遇到的常见任务。从这些扫描数据集重建光滑表面时会遇到困难,因为获取的数据非常大,并且经常会渗透扫描错误。对于曲面重建,可视化和交互式虚拟建模,有必要减少原始扫描数据的数量。许多现有的数据简化技术很复杂,不能直接应用于基于样条的曲面模型。本文介绍了一种新颖的基于轮廓的两阶段数据简化算法,并将其应用于人脸表面重建,该算法可用于计算机游戏的人体建模或虚拟博物馆的模型创建。第一阶段直接从密集的3D数据点中提取一系列等距的剖面轮廓。在第二阶段,通过减少用户定义的缩小率定义的控制点数,将每个提取的轮廓重新定义为三次B样条曲线。最后,从这些重建的轮廓创建放样曲面。合成表面重建算法的有效性通过使用其与原始点云数据集的偏差值来证明。实验结果表明,基于表面复杂度,该算法仅基于实际扫描数据的5-20%生成了基于样条的相当精确的面部模型。通过增加提取轮廓的数量,然后在第二个数据简化阶段中使用更大的缩小率,可以提高性能。

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