4 research outputs found

    An Analysis of Camera Calibration for Voxel Coloring Including the Effect of Calibration on Voxelization Errors

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    This thesis characterizes the problem of relative camera calibration in the context of three-dimensional volumetric reconstruction. The general effects of camera calibration errors on different parameters of the projection matrix are well understood. In addition, calibration error and Euclidean world errors for a single camera can be related via the inverse perspective projection. However, there has been little analysis of camera calibration for a large number of views and how those errors directly influence the accuracy of recovered three-dimensional models. A specific analysis of how camera calibration error is propagated to reconstruction errors using traditional voxel coloring algorithms is discussed. A review of the Voxel coloring algorithm is included and the general methods applied in the coloring algorithm are related to camera error. In addition, a specific, but common, experimental setup used to acquire real-world objects through voxel coloring is introduced. Methods for relative calibration for this specific setup are discussed as well as a method to measure calibration error. An analysis of effect of these errors on voxel coloring is presented, as well as a discussion concerning the effects of the resulting world-space error

    The radiometry of multiple images

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    Stereo Algorithms and Representations for Image-Based Rendering

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    This paper reviews a number of recently developed stereo matching algorithms and representations. It focuses on techniques that are especially well suited for image-based rendering applications such as novel view generation and the mixing of live imagery with synthetic computer graphics. The paper begins by reviewing some recent approaches to the classic problem of recovering a depth map from two or more images. It then describes a number of newer representations (and their associated reconstruction algorithms), including volumetric representations, layered plane-plus-parallax representations, and multiple depth maps. Each of these techniques has its own strengths and weaknesses, which are discussed
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