Fluorescent Immersion Range Scanning
The quality of a 3D range scan should not depend on the surface
properties of the object. Most active range scanning techniques,
however, assume a diffuse reflector to allow for a robust detection
of incident light patterns. In our approach we embed the object into
a fluorescent liquid. By analyzing the light rays that become visible
due to fluorescence rather than analyzing their reflections off the
surface, we can detect the intersection points between the projected
laser sheet and the object surface for a wide range of different materials. For transparent objects we can even directly depict a slice
through the object in just one image by matching its refractive index
to the one of the embedding liquid. This enables a direct sampling
of the object geometry without the need for computational reconstruction. This way, a high-resolution 3D volume can be assembled
simply by sweeping a laser plane through the object. We demonstrate the effectiveness of our light sheet range scanning approach
on a set of objects manufactured from a variety of materials and
material mixes, including dark, translucent and transparent objects.
Projects
Art Tevs, Alexander Berner, Michael Wand, Ivo Ihrke, Martin Bokeloh, Jens Kerber, Hans-Peter Seidel
In: ACM Transactions on Graphics, 2012, 31(2), article 12
Go to project listIn: ACM Transactions on Graphics, 2012, 31(2), article 12
Abstract
In this paper, we consider the problem of animation reconstruction, i.e., the
reconstruction of shape and motion of a deformable object from dynamic
3D scanner data, without using user provided template models. Unlike pre-
vious work that addressed this problem, we do not rely on locally conver-
gent optimization but present a system that can handle fast motion, tem-
porally disrupted input, and can correctly match objects that disappear for
extended time periods in acquisition holes due to occlusion. Our approach
is motivated by cartography: We first estimate a few landmark correspon-
dences, which are extended to a dense matching and then used to recon-
struct geometry and motion. We propose a number of algorithmic building
blocks: a scheme for tracking landmarks in temporally coherent and inco-
herent data, an algorithm for robust estimation of dense correspondences
under topological noise, and the integration of local matching techniques to
refine the result. We describe and evaluate the individual components and
propose a complete animation reconstruction pipeline based on these ideas.
We evaluate our method on a number of standard benchmark data sets and
show that we can obtain correct reconstructions in situations where other
techniques fail completely or require additional user guidance such as a
template model.
Project Page Bibtex
@Article{Tevs12:AC,
author = {Art Tevs, Alexander Berner, Michael Wand, Ivo Ihrke, Martin Bokeloh, Jens Kerber, Hans-Peter Seidel},
title = "{Animation Cartography - Intrinsic Reconstruction of Shape and Motion}",
journal = {ACM Trans. on Graphics},
volume = 31, number = 02, year = 2012,
pages = article (12),
}
author = {Art Tevs, Alexander Berner, Michael Wand, Ivo Ihrke, Martin Bokeloh, Jens Kerber, Hans-Peter Seidel},
title = "{Animation Cartography - Intrinsic Reconstruction of Shape and Motion}",
journal = {ACM Trans. on Graphics},
volume = 31, number = 02, year = 2012,
pages = article (12),
}