Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Online model reconstruction for interactive virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A Theory of Shape by Space Carving
International Journal of Computer Vision - Special issue on Genomic Signal Processing
The Visual Hull Concept for Silhouette-Based Image Understanding
IEEE Transactions on Pattern Analysis and Machine Intelligence
Real-Time Consensus-Based Scene Reconstruction Using Commodity Graphics Hardware
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
3D Live: Real Time Captured Content for Mixed Reality
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented Reality
The Great Buddha Project: Modeling Cultural Heritage for VR Systems through Observation
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Methods for Volumetric Reconstruction of Visual Scenes
International Journal of Computer Vision
Computer Vision and Image Understanding - Model-based and image-based 3D scene representation for interactive visalization
Implementing a Real-time Free-Viewpoint Video System on a PC-Cluster
CAMP '05 Proceedings of the Seventh International Workshop on Computer Architecture for Machine Perception
A real-time system for full body interaction with virtual worlds
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
Cone carving for surface reconstruction
ACM SIGGRAPH Asia 2010 papers
Coherent image-based rendering of real-world objects
I3D '11 Symposium on Interactive 3D Graphics and Games
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Reconstruction of real-world scenes from a set of multiple images is a topic in computer vision and 3D computer graphics with many interesting applications. Attempts have been made to real-time reconstruction on PC cluster systems. While these provide enough performance, they are expensive and less flexible. Approaches that use a GPU hardware-acceleration on single workstations achieve real-time framerates for novel-view synthesis, but do not provide an explicit volumetric representation. This work shows our efforts in developing a GPU hardware-accelerated framework for providing a photo-consistent reconstruction of a dynamic 3D scene. High performance is achieved by employing a shape from silhouette technique in advance. Since the entire processing is done on a single PC, the framework can be applied in mobile environments, enabling a wide range of further applications. We explain our approach using programmable vertex and fragment processors and compare it to highly optimized CPU implementations. We show that the new approach can outperform the latter by more than one magnitude and give an outlook for interesting future enhancements.