Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Photorealistic Scene Reconstruction by Voxel Coloring
International Journal of Computer Vision
Computing Geodesics and Minimal Surfaces via Graph Cuts
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
Multi-View Stereo via Volumetric Graph-Cuts
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
Deformable Mesh Model for Complex Multi-Object 3D Motion Estimation from Multi-Viewpoint Video
3DPVT '06 Proceedings of the Third International Symposium on 3D Data Processing, Visualization, and Transmission (3DPVT'06)
Poisson surface reconstruction
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Multiview Stereo via Volumetric Graph-Cuts and Occlusion Robust Photo-Consistency
IEEE Transactions on Pattern Analysis and Machine Intelligence
International Journal of Computer Vision
Articulated mesh animation from multi-view silhouettes
ACM SIGGRAPH 2008 papers
Performance capture from sparse multi-view video
ACM SIGGRAPH 2008 papers
3D surface reconstruction using graph cuts with surface constraints
ECCV'06 Proceedings of the 9th European conference on Computer Vision - Volume Part II
Proceedings of the 10th European Conference on Visual Media Production
Hi-index | 0.00 |
We developed a 3D archive system for Japanese traditional performing arts. The system generates sequences of 3D actor models of the performances from multi-view video by using a graph-cuts algorithm and stores them with CG background models and related information. The system can show a scene from any viewpoint as follows; the 3D actor model is integrated with the background model and the integrated model is projected to a viewpoint that the user indicates with a viewpoint controller.A challenge of generating the actor models is how to reconstruct thin or slender parts. Japanese traditional costumes for performances include slender parts such as long sleeves, fans and strings that may be manipulated during the performance. The graph-cuts algorithm is a powerful 3D reconstruction tool but it tends to cut off those parts because it uses an energy-minimization process. Hence, the search for a way to reconstruct such parts is important for us to preserve these arts for future generations. We therefore devised an adaptive erosion method that works on the visual hull and applied it to the graph-cuts algorithm to extract interior nodes in the thin parts and to prevent the thin parts from being cut off. Another tendency of the reconstruction method using the graph-cuts algorithm is over-shrinkage of the reconstructed models. This arises because the energy can also be reduced by cutting inside the true surface. To avoid this tendency, we applied a silhouette-rim constraint defined by the number of the silhouette-rims passing through each node.By applying the adaptive erosion process and the silhouette-rim constraint, we succeeded in constructing a virtual performance with costumes including thin parts. This paper presents the results of the 3D reconstruction using the proposed method and some outputs of the 3D archive system.