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How far 3D shapes can be understood from 2D silhouettes

机译:从2D轮廓可以理解3D形状的距离

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Each 2D silhouette of a 3D unknown object O constrains O inside the volume obtained by back-projecting the silhouette from the corresponding viewpoint. A set of silhouettes specifies a boundary volume R obtained by intersecting the volumes due to each silhouette. R more or less closely approximates O, depending on the viewpoints and the object itself. This approach to the reconstruction of 3D objects is usually referred to as volume intersection. This correspondence addresses the problem of inferring the shape of the unknown object O from the reconstructed object R. For doing this, the author divides the points of the surface of R into hard points, which belong to the surface of any possible object originating R, and soft points, which may or may not belong to O. The author considers two cases: In the first case R is the closest approximation of O which can be obtained from its silhouettes, i.e., its visual hull; in the second case, R is a generic reconstructed object. In both cases the author supplies necessary and sufficient conditions for a point to be hard and gives rules for computing the hard surfaces.
机译:3D未知对象O的每个2D轮廓将O约束在通过从相应的视点反投影轮廓而获得的体积内。一组轮廓指定了边界体积R,该边界体积R是由于每个轮廓而使体积相交而获得的。根据视点和物体本身,R或多或少地接近O。这种重建3D对象的方法通常称为体积相交。这种对应关系解决了从重构对象R推断未知对象O的形状的问题。为此,作者将R的表面点划分为硬点,这些硬点属于起源于R的任何可能对象的表面,作者考虑了两种情况:第一种情况是R是O的最近似值,可以从其轮廓(即其视觉外壳)获得。在第二种情况下,R是一般的重建对象。在这两种情况下,作者都为硬点提供了必要和充分的条件,并给出了计算硬表面的规则。

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