3 research outputs found
Predicting the Next Best View for 3D Mesh Refinement
3D reconstruction is a core task in many applications such as robot
navigation or sites inspections. Finding the best poses to capture part of the
scene is one of the most challenging topic that goes under the name of Next
Best View. Recently, many volumetric methods have been proposed; they choose
the Next Best View by reasoning over a 3D voxelized space and by finding which
pose minimizes the uncertainty decoded into the voxels. Such methods are
effective, but they do not scale well since the underlaying representation
requires a huge amount of memory. In this paper we propose a novel mesh-based
approach which focuses on the worst reconstructed region of the environment
mesh. We define a photo-consistent index to evaluate the 3D mesh accuracy, and
an energy function over the worst regions of the mesh which takes into account
the mutual parallax with respect to the previous cameras, the angle of
incidence of the viewing ray to the surface and the visibility of the region.
We test our approach over a well known dataset and achieve state-of-the-art
results.Comment: 13 pages, 5 figures, to be published in IAS-1
SurfelMeshing: Online Surfel-Based Mesh Reconstruction
We address the problem of mesh reconstruction from live RGB-D video, assuming
a calibrated camera and poses provided externally (e.g., by a SLAM system). In
contrast to most existing approaches, we do not fuse depth measurements in a
volume but in a dense surfel cloud. We asynchronously (re)triangulate the
smoothed surfels to reconstruct a surface mesh. This novel approach enables to
maintain a dense surface representation of the scene during SLAM which can
quickly adapt to loop closures. This is possible by deforming the surfel cloud
and asynchronously remeshing the surface where necessary. The surfel-based
representation also naturally supports strongly varying scan resolution. In
particular, it reconstructs colors at the input camera's resolution. Moreover,
in contrast to many volumetric approaches, ours can reconstruct thin objects
since objects do not need to enclose a volume. We demonstrate our approach in a
number of experiments, showing that it produces reconstructions that are
competitive with the state-of-the-art, and we discuss its advantages and
limitations. The algorithm (excluding loop closure functionality) is available
as open source at https://github.com/puzzlepaint/surfelmeshing .Comment: Version accepted to IEEE Transactions on Pattern Analysis and Machine
Intelligenc