Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Parallel Pipeline Volume Intersection for Real-Time 3D Shape Reconstruction on a PC Cluster
ICVS '06 Proceedings of the Fourth IEEE International Conference on Computer Vision Systems
A Comparison and Evaluation of Multi-View Stereo Reconstruction Algorithms
CVPR '06 Proceedings of the 2006 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Volume 1
Robust and efficient photo-consistency estimation for volumetric 3d reconstruction
ECCV'06 Proceedings of the 9th European conference on Computer Vision - Volume Part II
Stereo analysis by hybrid recursive matching for real-time immersive video conferencing
IEEE Transactions on Circuits and Systems for Video Technology
Coherent image-based rendering of real-world objects
I3D '11 Symposium on Interactive 3D Graphics and Games
Fast computation of a visual hull
ACCV'10 Proceedings of the 10th Asian conference on Computer vision - Volume Part IV
A free-viewpoint virtual mirror with marker-less user interaction
SCIA'11 Proceedings of the 17th Scandinavian conference on Image analysis
Accelerated real-time reconstruction of 3D deformable objects from multi-view video channels
ICDHM'11 Proceedings of the Third international conference on Digital human modeling
From multiple views to textured 3d meshes: a GPU-Powered approach
ECCV'10 Proceedings of the 11th European conference on Trends and Topics in Computer Vision - Volume Part II
GPU-based parallel construction of compact visual hull meshes
The Visual Computer: International Journal of Computer Graphics
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In this paper we present an efficient high resolution Image Based Visual Hull (IBVH) algorithm that entirely runs in real-time on a single consumer graphics card. The target application is a real-time 3D video conferencing system. One major contribution of this paper is a novel caching strategy for the reduction of line segment intersection tests. In contrast to existing approaches, it additionally allows us to pre-select a close estimation of the set of relevant pixels in the desired view. Based on this, we obtain a significant computational speedup, especially for high resolutions. Further, we propose an efficient way to use IBVH for the generation of voxel equivalent 3D models. We compare our techniques in terms of resolution and runtime with state of the art real-time multi GPU voxel based approaches. Our experiments show that we achieve a speed-up by a factor of five and more for high resolutions.