Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Object modelling by registration of multiple range images
Image and Vision Computing - Special issue: range image understanding
Zippered polygon meshes from range images
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Building 3-D models from unregistered range images
Graphical Models and Image Processing
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time 3D model acquisition
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Reliable Surface Reconstructiuon from Multiple Range Images
ECCV '96 Proceedings of the 4th European Conference on Computer Vision-Volume I - Volume I
Consensus Surfaces for Modeling 3D Objects from Multiple Range Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
ACM SIGGRAPH 2006 Papers
Point-Based Graphics
Poisson surface reconstruction
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Detailed Real-Time Urban 3D Reconstruction from Video
International Journal of Computer Vision
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-time parallel hashing on the GPU
ACM SIGGRAPH Asia 2009 papers
3D reconstruction using an n-layer heightmap
Proceedings of the 32nd DAGM conference on Pattern recognition
Data-Parallel Octrees for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Efficient Sparse Voxel Octrees
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2011 SIGGRAPH Asia Conference
KinectFusion: real-time 3D reconstruction and interaction using a moving depth camera
Proceedings of the 24th annual ACM symposium on User interface software and technology
Fast GPU-based locality sensitive hashing for k-nearest neighbor computation
Proceedings of the 19th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems
KinectFusion: Real-time dense surface mapping and tracking
ISMAR '11 Proceedings of the 2011 10th IEEE International Symposium on Mixed and Augmented Reality
RGB-D mapping: Using Kinect-style depth cameras for dense 3D modeling of indoor environments
International Journal of Robotics Research
Modeling Kinect Sensor Noise for Improved 3D Reconstruction and Tracking
3DIMPVT '12 Proceedings of the 2012 Second International Conference on 3D Imaging, Modeling, Processing, Visualization & Transmission
Octree-based fusion for realtime 3D reconstruction
Graphical Models
Dense scene reconstruction with points of interest
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Scalable real-time volumetric surface reconstruction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Real-Time 3D Reconstruction in Dynamic Scenes Using Point-Based Fusion
3DV '13 Proceedings of the 2013 International Conference on 3D Vision
Hi-index | 0.00 |
Online 3D reconstruction is gaining newfound interest due to the availability of real-time consumer depth cameras. The basic problem takes live overlapping depth maps as input and incrementally fuses these into a single 3D model. This is challenging particularly when real-time performance is desired without trading quality or scale. We contribute an online system for large and fine scale volumetric reconstruction based on a memory and speed efficient data structure. Our system uses a simple spatial hashing scheme that compresses space, and allows for real-time access and updates of implicit surface data, without the need for a regular or hierarchical grid data structure. Surface data is only stored densely where measurements are observed. Additionally, data can be streamed efficiently in or out of the hash table, allowing for further scalability during sensor motion. We show interactive reconstructions of a variety of scenes, reconstructing both fine-grained details and large scale environments. We illustrate how all parts of our pipeline from depth map pre-processing, camera pose estimation, depth map fusion, and surface rendering are performed at real-time rates on commodity graphics hardware. We conclude with a comparison to current state-of-the-art online systems, illustrating improved performance and reconstruction quality.