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carving is one of a number of methods of constructing three-dimensional
models of objects from a set of images , . The process involves capturing
a series of images of an object, using a digital camera or similar,
and, by analysis of these images, deriving a description of the shape
of the object. Models acquired by such processes may be used as input
to virtual reality systems, simulation, robotics, animation, special
effects and medical imaging applications among others . These fields
are similar in that they require a large number of detailed three-dimensional
models of real scenes. The number of models and the level of detail
required increase as these areas, and the visualisation technology
that they depend on, develop .
The space carving approach to model acquisition is more appropriate
for these applications than competing methods due to the generality
of the scenes which may be reconstructed. Some of the competing
methods limit the class of input images to those containing large
numbers of particular features, or limit the class of scene shapes
which may be reconstructed to those exhibiting particular properties.
Space carving thus provides a means of generating three-dimensional
models of scenes for a number of important applications, without
the limitations of competing methods.
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The space carving approach generates an initial reconstruction that
envelops the object to be reconstructed. The surface of the reconstruction
is then eroded at the points that are inconsistent with the input
images. By repetition of this process a reconstruction emerges which
is consistent with the input images. Points on the surface of the
reconstruction are considered in turn by repeatedly passing a symbolic
plane through scene space.
Current space carving algorithms rely on dividing the scene into
rectangular regions labelled voxels. At each pass the set of voxels
on the surface of the proposed reconstruction must be determined
and each of these voxels tested in order to calculate which cameras
it would be visible to. Each surface voxel is then tested to determine
whether it is consistent with the input images of the cameras to
which it would be visible. Traversing the data-structure requires
significant execution time, largely due to the manner in which the
scene space is divided and the symbolic representation of this division.
The voxel-based representation used in the state-of-the-art space-carving
algorithm also suffers from the variation in resolution caused by
the perspective projection of scene space into the images . Significantly
more voxels are required to represent the space further away from
a particular camera. Similarly, the resolution of voxel space is
compromised for parts of the scene closest to the camera because
a single voxel will map to multiple pixels. The proposed algorithm
uses an image-based representation of scene space to avoid these
limitations. Information representing the structure of the scene
is attached to pixels in the image space. Consequently, the recoverable
model resolution is coupled to that of the input images, thus achieving
the most detailed reconstruction possible given the inputs. One
of the advantages of this approach is that certain calculations
involving this image-based representation may be carried out using
operations implemented by commonly available graphics rendering
hardware, thus achieving significant improvements in speed of execution.
Photo-consistency
The goal of space-carving based approaches to scene reconstruction
is to recover scene shape from several images taken by calibrated
cameras in the case where no assumptions are made about the scene
or the relative orientation of the cameras . The methods do not
require correspondence information but instead rely on testing the
photo-consistency of scene points to generate a reconstruction.
Space carving thus generates reconstructions which would reproduce
the input images when re-projected into the original cameras. Such
reconstructions are said to be photo-consistent with the input images.
The visibility problem
In order to be able to test photo-consistency we first need to
be able to identify which parts of a proposed reconstruction would
be visible in which cameras, and the point in the image at which
they would appear. This has been labelled the visibility problem.
A number of methods have been proposed to solve the visibility problem
for space carving. The fundamental problem is that of discerning
which elements of the model are occluded by other points in the
scene in the view of a particular camera. This typically requires
a search over the un-carved voxels, the order of which is quadratic
in the number of scene elements. A number of alternative scene representations
have been considered, but these representations generally shift
the complexity to another area of the algorithm, or compromise the
quality of the reconstruction. The same visibility challenge exists,
however, when rendering an image of a three-dimensional scene. This
is well understood within the field of computer graphics . We propose
to utilise the corresponding hardware-based solutions to this problem.
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