Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The Visual Hull Concept for Silhouette-Based Image Understanding
IEEE Transactions on Pattern Analysis and Machine Intelligence
Geometric modeling for computer vision.
Geometric modeling for computer vision.
Visual Hull Construction Using Adaptive Sampling
WACV-MOTION '05 Proceedings of the Seventh IEEE Workshops on Application of Computer Vision (WACV/MOTION'05) - Volume 1 - Volume 01
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
Algorithm for computer control of a digital plotter
IBM Systems Journal
Dream world: CUDA-accelerated real-time 3D modeling system
VECIMS'09 Proceedings of the 2009 IEEE international conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
Parallel high resolution real-time visual hull on GPU
ICIP'09 Proceedings of the 16th IEEE international conference on Image processing
Polyhedral visual hulls for real-time rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
A survey of methods for volumetric scene reconstruction from photographs
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
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Building a visual hull model from multiple two-dimensional images provides an effective way of understanding the three-dimensional geometries inherent in the images. In this paper, we present a GPU accelerated algorithm for volumetric visual hull reconstruction that aims to harness the full compute power of the many-core processor. From a set of binary silhouette images with respective camera parameters, our parallel algorithm directly outputs the triangular mesh of the resulting visual hull in the indexed face set format for a compact mesh representation. Unlike previous approaches, the presented method extracts a smooth silhouette contour on the fly from each binary image, which markedly reduces the bumpy artifacts on the visual hull surface due to a simple binary in/out classification. In addition, it applies several optimization techniques that allow an efficient CUDA implementation. We also demonstrate that the compact mesh construction scheme can easily be modified for also producing a time- and space-efficient GPU implementation of the marching cubes algorithm.