3 Dmodelpipeline
3 Dmodelpipeline
IBM Thomas J. Watson Research Center, Yorktown Heights, New York, USA
Abstract
Three-dimensional (3D) image acquisition systems are rapidly becoming more affordable, especially systems
based on commodity electronic cameras. At the same time, personal computers with graphics hardware capable
of displaying complex 3D models are also becoming inexpensive enough to be available to a large population.
As a result, there is potentially an opportunity to consider new virtual reality applications as diverse as cultural
heritage and retail sales that will allow people to view realistic 3D objects on home computers.
Although there are many physical techniques for acquiring 3D data—including laser scanners, structured light
and time-of-flight—there is a basic pipeline of operations for taking the acquired data and producing a usable
numerical model. We look at the fundamental problems of range image registration, line-of-sight errors, mesh
integration, surface detail and color, and texture mapping. In the area of registration we consider both the
problems of finding an initial global alignment using manual and automatic means, and refining this alignment
with variations of the Iterative Closest Point methods. To account for scanner line-of-sight errors we compare
several averaging approaches. In the area of mesh integration, that is finding a single mesh joining the data from
all scans, we compare various methods for computing interpolating and approximating surfaces. We then look
at various ways in which surface properties such as color (more properly, spectral reflectance) can be extracted
from acquired imagery. Finally, we examine techniques for producing a final model representation that can be
efficiently rendered using graphics hardware.
Keywords: 3D scanning, range images, reflectance models, mesh generation, texture maps sensor fusion
ACM CSS: I.2.10 Vision and Scene Understanding—Modeling and recovery of physical attributes, shape,
texture; I.3.5 Computational Geometry and Object Modeling—Geometric algorithms, languages and systems;
I.3.7 Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture; I.4.1 Digitization and
Image Capture—Reflectance, sampling, scanning
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been investigated to avoid having to preprocess the data to improve robustness and efficiency. Invalid matches are
eliminate outliers [20,21]. detected and discarded at each iteration.
A different class of methods models the problem by
imagining a set of springs attached to point pairs, and
3.2. Registration of multiple views
simulating the relaxation of the dynamic system. Stoddart
When pair wise registration is used sequentially to align and Hilton [28] assume that point pairs are given and
multiple views errors accumulate, and the global registration remain fixed. Eggert et al. [18] link each data point to
is far from optimal. Turk and Levoy [22] use a cylindrical the corresponding tangent plane in another view with a
scan that covers most of the surface of the object, and then spring. They use a hierarchical subsampling that employs
incrementally register other scans to it. In their variation of an increasing number of control points as the algorithm
ICP, they compute partial triangle meshes from the range progresses, and update correspondences at each iteration.
scans, then consider the distance from each vertex of one They report better global registration error and a larger
mesh to the triangulated surface representing the other scan. radius of convergence than other methods, at the expense of
longer computation times. Their method also assumes that
Bergevin et al. [23] extend the incremental approach to each portion of the object surface appears in at least two
handle multiple views. One of the views is selected as views.
the central (or reference) view. All the other views are
transformed into the reference frame of the central view.
At each iteration, each view is registered with respect to all 3.3. Using the textures to aid registration
other views using a varation of Chen and Medioni’s method. Images that record the ambient light reflected from an object
The process is repeated until all incremental registration (rather than a structured light pattern used for triangulation)
matrices are close to the identity matrix. Benjemaa and may also be captured coincidently with the range images.
Schmitt [24] use a similar approach, but accelerate finding Color or grayscale images are recorded to be used at texture
matching pairs by resampling the range images from a maps (see Section 7). Range and texture images in systems
common direction of projection, and then performing the that acquire both coincidently are registered to one another
searches for the closest points on these images. by calibration. That is, the relative position and orientation
of the texture and range sensors are known, and so the
Pulli [25] describes another incremental multiview regis-
projective mapping of the texture image onto the range
tration method that is particularly suited to the registration
image is known. When texture images registered to the
of large datasets. Pulli’s method consists of two steps: in the
range images are available, they may be used in the scan
first step, range scans are registered pair wise using Chen and
registration process. This is particularly advantageous when
Medioni’s method. Matching points are discarded if they lie
the texture images have a higher spatial resolution than the
on scan’s boundaries, if the estimated normals differ by more
range images, and/or the object itself has features in the
than a constant threshold, or when their distance is too large.
surface texture in areas that have few geometric features.
A dynamic fraction, that increases as the registration gradu-
ally improves, of the best remaining pairs (the shorter ones) Texture images may be used in the initial alignment
is then used for the alignment. After this initial registration, phase. Gagnon et al. [29] use texture data to assist a human
the overlap areas of each pair of scans is uniformly sampled, operator in the initial alignment. Pairs of range images are
and the relative position of sample points stored and used in aligned manually by marking three points on overlapping
the successive step: the algorithm will assume that the pair texture images. The locations of the matching points are
wise registration is exact and will try to minimize relative refined by an algorithm that searches in their immediate
motion. The second step considers the scans one at a time, neighborhoods using image cross-correlation [30]. A
and aligns each to the set of scans already considered. An least-squares optimization follows to determine a general
inner loop in the algorithm considers all the scans that over- 3D transformation between the scans that minimizes the
lap with the current scan, and recursively aligns each of these distances between the point pairs.
scans until the relative change is smaller than a threshold,
diffusing error evenly among all scans. By using a small Roth [9] used textures in an automatic initial alignment
number of pairs of points in the global registration phase, procedure. “Interest” points in each texture image, such
the need to have all the scans in memory is eliminated. as corners, are identified using any of a variety of image
processing techniques. A 3D Delaunay tetrahedralization is
Blais and Levine [26] search for a simultaneous solution computed for all interest points in each scan. All matching
of all the rigid motions using a simulated annealing triangles are found from pairs of potentially overlapping
algorithm. Execution times for even just a few views are scans, and the transformation that successfully registers the
reportedly long. Neugebauer [27] uses the Levenberg– most matching triangles is used. The advantage of using
Marquardt method to solve a linearized version of the the triangles is that it imposes a rigidity constraint that
least-squares problem. A resolution hierarchy is used to helps insure that the matches found are valid. The method
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prune and walk algorithms selects a manifold subset of dataset. This allowed the triangulation of a large collection
the candidate triangles. The divide and conquer approach of scans with millions of samples.
leads to reduced computation times and memory usage,
allowing the treatment of datasets with millions of samples Gopi et al. [59] compute local 2D Delaunay triangulations
on common workstations. by projecting each point and its neighborhood on a tangent
plane, and then lift the triangulation to 3D.
In the context of Delaunay-based methods it is possible
to study the sampling conditions the guarantee a correct Surface based methods can easily process large datasets,
reconstruction. Attempts so far have been mostly restricted and can handle (and compensate for) small-scale noise in
to the 2D case [55–57], with the exception of [50] and [52]. the data. Robustness issues arise when the noise makes it
The main shortcomings of these methods are their sensitivity difficult to locally detect the correct topology of the surface.
to noise and outliers (these algorithms interpolate the data
points, so outliers must be removed in preprocessing), and 5.3. Volumetric methods
their computational complexity. Robustly computing and
representing the connectivity of the 3D Delaunay complex Volumetric methods [60–62] are based on computing
can be a costly task. Experimental results are usually limited a signed distance field in a regular grid enclosing the
to “clean” datasets with less than a few hundred thousand data (usually, only in proximity of the surface), and then
points (with the exception of [54]). extracting the zero-set of the trivariate function using the
marching cube algorithm [63]. The various approaches
differ on the details of how the signed distance is estimated
5.2. Surface-based methods from the available data.
Surface-based methods create the surface by locally param- Curless and Levoy [60] compute the signed distance from
eterizing (or implicitly assuming a local parameterization each scan by casting a ray from the sensor through each
of) the surface and connecting each points to its neighbors voxel near the scan. The length of the ray from the voxel to
by local operations. Some methods make use of the partial the point in which it intersects the range surface is computed
connectivity implicit in the range images. and accumulated at the voxel with values computed from
The zippering approach of Turk and Levoy [22] works by other scans using weights dependent, as usual, on surface
first individually triangulating all the range scans. The partial normal and viewing direction. This approach may lead to a
meshes are then eroded to remove redundant, overlapping biased estimate of surface location, as noted in [61]. Hilton
triangles. The intersecting regions are then locally retrian- et al. [62] also blend signed distances from individual scans,
gulated and trimmed to create one seamless surface. Vertex and use extra rules to handle correctly the case of of different
positions are then readjusted to reduce error, as described in surfaces in close proximity, both with the same and opposite
Section 4. orientation. Wheeler et al. [61] propose a solution that is
less sensitive to noise, outliers, and orientation ambiguities.
Soucy and Laurendeau [41] use canonical Venn diagrams They assign to each voxel the signed distance to the closest
to partition the data into regions that can be easily parameter- point on the consensus surface, a weighted average of
ized. Points in each region are resampled and averaged (see nearby measurements. Only measurements for which a user-
Section 4), and locally triangulated. Patches are then stitched specified quorum of samples with similar position and
together with a constrained Delaunay algorithm. orientation is found are used.
A recent paper by Bernardini et al. [58] describes an algo- Boissonnat and Cazals [64] use natural neighbor interpo-
rithm to interpolate a point cloud that is not based on sculpt- lation to define a global signed distance function. The natural
ing a Delaunay triangulation. Their method follows a region neighbors of a point x are the neighbors of x in the Delau-
growing approach, based on a ball-pivoting operation. A ball nay triangulation of P {x}. Using natural neighbors avoids
of fixed radius (approximately the spacing between two sam- some of the pitfalls of other local surface approximations
ple points) is placed in contact with three points, which form (for example taking just the points within a given distance
a seed triangle. The three edges initialize a queue of edges from x, or its k closest neighbors). However, it requires the
on the active boundary of the region. Iteratively, an edge computation of a global Delaunay triangulation, which lim-
is extracted from the queue, and the ball pivots around the its the size of the datasets that can be handled by the al-
extracted edge until it touches a new point. A new triangle is gorithm in practice. Since the Delaunay triangulation of the
formed, the region boundary updated, and the process con- points must be computed, it can also be used as the starting
tinues. The approach can easily be extended to restart with point for the construction of piecewise-linear approximation
a larger ball radius to triangulate regions with sparser data of the surface that satisfies a user-specified tolerance. The
points. This method was implemented to make efficient use initial approximation is formed by all those Delaunay trian-
of memory by loading at any time only the data in the region gles whose dual Voronoi edge is bipolar, that is such that
currently visited by the pivoting ball, rather than the entire the global signed distance function has different signs at its
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same topology of the initial mesh) and a continuous param- 7.1. Texture-geometry registration
eterization from the base complex to the initial mesh, lever-
aging on the work of Eck et al. [78]. A tangent-plane con- It is possible to capture the spectral reflectance of an
tinuous network of tensor-product B-spline patches, having object as points are acquired with a polychromatic laser
the base complex as parametric domain, is then fit to the scanner [87]. However, data for texture is typically acquired
data points, based on the scheme of Peters [85]. The fitting by an electronic color camera or using conventional color
process is cast as an iterative minimization of a functional, photographs that are subsequently scanned into electronic
which is a weighted sum of the distance functional (the sum form. The texture images need to be registered with the
of square Euclidean distances of the data points from the sur- acquired 3D points. The most straightforward system for
face) and a fairness functional (thin plate energy functional). doing this is registration by calibration. That is, color images
corresponding to each range image are acquired at the same
Another NURBS fitting technique is described by time, using a camera with a known, measured position
Krishnamurthy and Levoy [86]. The user interactively and orientation relative to the sensor used for obtaining
chooses how to partition the mesh into quadrilateral patches. geometry. As discussed in Section 3.3, an advantage of
Each polygonal patch is parametrized and resampled, this approach is that acquired texture can be used in the
using a spring model and a relaxation algorithm. Finally, geometric registration process.
a B-spline surface is fit to each quadrilateral patch. In
addition, a displacement map is computed that captures the When textures are acquired separately from geometry, the
fine geometric detail present in the data. texture-to-geometry registration is performed after the full
mesh integration phase. Finding the camera position and ori-
Commercial packages that allow a semi-automated
entation associated with a 2D image of a 3D object is the
parametrization and fitting are available.
well-known camera calibration problem. Numerous refer-
ences on solutions to this problem can be found in the Price’s
7. Texture Computer Vision bibliography [88], Section 15.2, “Camera
Calibration Techniques.” Camera calibration involves esti-
In addition to the overall shape of an object, the rendering
mating both the extrinsic and intrinsic parameters. The ex-
of high quality images requires the fine scale surface
trinsic parameters are the translation and rotation to place
appearance, which includes surface color and finish. We
the camera viewpoint correctly in the object coordinate sys-
will refer to such properties generically as the surface
tem. The intrinsic parameters include focal length and radial
texture. Beyond color and finish, texture may also include
distortion. For objects which have an adequate number of
descriptions of fine scale surface geometry, such as high
unique geometric features, it is possible to manually identify
spatial-resolution maps of surface normals or bidirectional
pairs of corresponding points in the 2D images and on the
textures.
numerical 3D object. Given such correspondences, classic
Surface color and finish are informal terms. Color is ac- methods such as that described by Tsai [89], can be used to
tually a perceived quantity, depending on the illumination register the captured color images to the 3D model [2].
of an object, human visual response, and the intrinsic spec-
tral reflectance of the object. Finish—such as smoothness For some objects it may not be possible for a user to
or gloss—is also not a directly acquired property, but is a find a large number of accurate 2D–3D correspondences.
consequence of an object’s intrinsic reflectance properties. Neugebauer and Klein [90] describe a method for refining
The fundamental quantity that encodes the intrinsic proper- the registration of a group of existing texture images
ties of the surface is the Bidirectional Reflectance Distribu- to an existing 3D geometric model. The method begins
tion Function (BRDF). To fully render an accurate image, with a rough estimate of the camera parameters for each
the BRDF must be known for all points on a surface. The image in the set, based on correspondences that are not
BRDF fr (λ, x, y, ωi , ωr ) at a surface point (x, y) is the required to be highly accurate. The parameters for all of the
ratio of radiance reflected in a direction ωr to an incident texture images are improved simultaneously by assuming
energy flux density from direction ωi for wavelength λ. The the intrinsic camera parameters are the same for all images,
BRDF can vary significantly with position, direction and and enforcing criteria that attempt to match the object
wavelength. Most scanning systems consider detailed po- silhouettes in the image with the silhouette of the 3D model,
sitional variations only, with wavelength variations repre- and to match the image characteristics at locations in texture
sented by an RG B triplet, and Lambertian (i.e. uniform for images that correspond to the same 3D point.
all directions) behavior assumed. Furthermore, most scan-
Lensch et al. [91] present a method for finding the camera
ning systems acquire relative estimates of reflectance, rather
position for texture images in terms of a geometric object co-
than attempting to acquire an absolute value.
ordinate system using comparisons of binary images. First,
Here we will consider how texture data is acquired, and a binary version of each texture image is computed by seg-
then how it is processed to provide various types of BRDF menting the object from the background. This is compared to
estimates, and estimates of fine scale surface structure. a synthetic binary image generated by projecting the known
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Captured image data can represent rich appearance details white card with the object, or by obtaining separate spot
as can be seen by contrasting the model shown in Figure 8(b) measurements of the spectral reflectance of the object.
with a texture map with geometry alone Figure 8(a). The
details of the fur can be seen in the texture, that would High-end systems that capture very accurate, dense range
be essentially impossible to capture as geometry. However, images, coupled with low noise high resolution color
there are clearly shadows on the bunny’s coat that are fixed cameras may also be used to capture texture images. In
in the texture. Figures 8(c) and (d) show the model relit from these systems, images can be corrected using the geometric
novel directions. The texture looks flatter because the detail information to adjust for variations in angle and distance.
shadows do not appear consistent with the overall lighting Thresholding can be used to eliminate low values for
direction. values in shadow, and high values in specular highlights.
Alternatively the geometry can be used to predict areas that
will be in shadow or potentially in narrow specular peaks.
7.4. Correcting captured images Levoy et al. [95] describe the use of a CCD digital still
camera with a laser stripe laser scanner to acquire accurate
While they produce approximations of the relative estimates of Lambertian reflectance.
reflectance, inexpensive camera systems leave the texture
pixels in the form given by (3). If data from such systems
are to be used in rendering systems that use true physical 7.5. Spatially uniform, directionally varying BRDF
parameters, a grayscale card should be used to estimate
the γ of the color camera. A grayscale card image can An alternative to acquiring a spatially detailed map of BRDF
also be used to assess the effect of the light source and that has no directional variation, is to acquire details of
camera spectral sensitivities on the RG B values. Absolute a directionally varying BRDF on objects with no spatial
reflectance values can be estimated by capturing a reference variation of surface properties. Such methods have been
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(a) (b)
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animation systems however, there has been a great deal of • methods for assessing global model accuracy after range
interest in the scanning of human faces. Building a realistic scan registration.
face model is one of the most demanding applications,
because of human familiarity with the smallest details of Scanning and reconstruction technology will enable a more
the face. Yau [119] described a system for building a face extensive use of 3D computer graphics in a wide range of
model from a range scan that used light striping and a applications.
color image for texture mapping. Nahas et al. [120] describe
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