955 resultados para reconstruction 3D
Resumo:
Freehand 3D ultrasound can be acquired without a position sensor by finding the separations of pairs of frames using information in the images themselves. Previous work has not considered how to reconstruct entirely freehand data, which can exhibit irregularly spaced frames, non-monotonic out-of-plane probe motion and significant inplane motion. This paper presents reconstruction methods that overcome these limitations and are able to robustly reconstruct freehand data. The methods are assessed on freehand data sets and compared to reconstructions obtained using a position sensor.
Resumo:
We present a video-based system which interactively captures the geometry of a 3D object in the form of a point cloud, then recognizes and registers known objects in this point cloud in a matter of seconds (fig. 1). In order to achieve interactive speed, we exploit both efficient inference algorithms and parallel computation, often on a GPU. The system can be broken down into two distinct phases: geometry capture, and object inference. We now discuss these in further detail. © 2011 IEEE.
Resumo:
A number of methods are commonly used today to collect infrastructure's spatial data (time-of-flight, visual triangulation, etc.). However, current practice lacks a solution that is accurate, automatic, and cost-efficient at the same time. This paper presents a videogrammetric framework for acquiring spatial data of infrastructure which holds the promise to address this limitation. It uses a calibrated set of low-cost high resolution video cameras that is progressively traversed around the scene and aims to produce a dense 3D point cloud which is updated in each frame. It allows for progressive reconstruction as opposed to point-and-shoot followed by point cloud stitching. The feasibility of the framework is studied in this paper. Required steps through this process are presented and the unique challenges of each step are identified. Results specific to each step are also presented.
Resumo:
Camera motion estimation is one of the most significant steps for structure-from-motion (SFM) with a monocular camera. The normalized 8-point, the 7-point, and the 5-point algorithms are normally adopted to perform the estimation, each of which has distinct performance characteristics. Given unique needs and challenges associated to civil infrastructure SFM scenarios, selection of the proper algorithm directly impacts the structure reconstruction results. In this paper, a comparison study of the aforementioned algorithms is conducted to identify the most suitable algorithm, in terms of accuracy and reliability, for reconstructing civil infrastructure. The free variables tested are baseline, depth, and motion. A concrete girder bridge was selected as the "test-bed" to reconstruct using an off-the-shelf camera capturing imagery from all possible positions that maximally the bridge's features and geometry. The feature points in the images were extracted and matched via the SURF descriptor. Finally, camera motions are estimated based on the corresponding image points by applying the aforementioned algorithms, and the results evaluated.
Resumo:
Image-based (i.e., photo/videogrammetry) and time-of-flight-based (i.e., laser scanning) technologies are typically used to collect spatial data of infrastructure. In order to help architecture, engineering, and construction (AEC) industries make cost-effective decisions in selecting between these two technologies with respect to their settings, this paper makes an attempt to measure the accuracy, quality, time efficiency, and cost of applying image-based and time-of-flight-based technologies to conduct as-built 3D reconstruction of infrastructure. In this paper, a novel comparison method is proposed, and preliminary experiments are conducted. The results reveal that if the accuracy and quality level desired for a particular application is not high (i.e., error < 10 cm, and completeness rate > 80%), image-based technologies constitute a good alternative for time-of-flight-based technologies and significantly reduce the time and cost needed for collecting the data on site.
Resumo:
A holographic rendering algorithm using a layer-based structure with angular tiling supports view-dependent shading and accommodation cues. This approach also has the advantages of rapid computation speed and visual reduction of layer gap artefacts compared to other approaches. Holograms rendered with this algorithm are displayed using an SLM to demonstrate view-dependent shading and occlusion. © 2013 SPIE-IS&T.