High Quality and Memory Efficient Representation for Image Based 3D Reconstructions

High Quality and Memory Efficient Representation for Image Based 3D Reconstructions
Tobias Nöll, Johannes Köhler, Gerd Reis, Didier Stricker
International Conference on Digital Image Computing Techniques and Applications 2012 International Conference on Digital Image Computing Techniques and Applications (DICTA), December 3-5, Fremantle, Western Australia, Australia

Abstract:
We propose a practicable, fully automatic pipeline that directly computes high quality and memory efficient geometry representations from image based 3D reconstructions. It takes a set of calibrated depth and texture images as input. First, we iteratively compute a low frequency geometry proxy directly from the depth images in a photoconsistent way. Second, the large amount of high frequency detail information from all input images is consistently aggregated in a texture and a normal map. View dependent illumination artifacts such as specular reflections are removed during this process. The separation of the underlying massive amount of data into a general shape proxy and high frequency information maps yields a both efficient and visually pleasant representation. Our output can directly be used by digital artists or integrated in memory critical realtime applications such as computer games or web based visualizations.

High Quality and Memory Efficient Representation for Image Based 3D Reconstructions

High Quality and Memory Efficient Representation for Image Based 3D Reconstructions
Tobias Nöll, Johannes Köhler, Gerd Reis, Didier Stricker
International Conference on Digital Image Computing Techniques and Applications 2012 International Conference on Digital Image Computing Techniques and Applications (DICTA), December 3-5, Fremantle, Western Australia, Australia

Abstract:
We propose a practicable, fully automatic pipeline that directly computes high quality and memory efficient geometry representations from image based 3D reconstructions. It takes a set of calibrated depth and texture images as input. First, we iteratively compute a low frequency geometry proxy directly from the depth images in a photoconsistent way. Second, the large amount of high frequency detail information from all input images is consistently aggregated in a texture and a normal map. View dependent illumination artifacts such as specular reflections are removed during this process. The separation of the underlying massive amount of data into a general shape proxy and high frequency information maps yields a both efficient and visually pleasant representation. Our output can directly be used by digital artists or integrated in memory critical realtime applications such as computer games or web based visualizations.