Volume-based reconstruction is usually expensive both in terms of memory consumption and runtime. Especially for sparse geometric structures, volumetric representations produce a huge computational overhead. We present an efficient way to fuse range data via a variational Octree-based minimization approach by taking the actual range data geometry into account. We transform the data into Octree-based truncated signed distance fields and show how the optimization can be conducted on the newly created structures. The main challenge is to uphold speed and a low memory footprint without sacrificing the solutions' accuracy during optimization. We explain how to dynamically adjust the optimizer's geometric structure via joining splitting of Octree nodes and how to define the operators. We evaluate on various datasets and outline the suitability in terms of performance and geometric accuracy.
In many fields, level-set methods are often employed to solve given problems in e.g. fluid dynamics @cite_2 @cite_1 @cite_9 , computer graphics @cite_26 @cite_15 or 3D reconstruction @cite_13 @cite_20 @cite_24 where the physical properties of the model act upon the level-set function via PDEs. We refer the reader to a survey on 3D distance fields as a special variant of level-set functions @cite_12 . In contrast to explicit representations which can entail topological difficulties as well as rendering mathematical operations harder to implement, level-sets can implicitly represent arbitrary shapes and are therefore often preferred. Nonetheless, optimizing in volumetric data always is costly and related work tackled it in the following way:
@cite_26 @cite_9 @cite_1 @cite_24 @cite_2 @cite_15 @cite_13 @cite_12 @cite_20
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In this paper, we propose the use of the level-set method as the underlying technology of a volume sculpting system. The main motivation is that this leads to a very generic technique for deformation of volumetric solids. In addition, our method preserves a distance field volume representation. A scaling window is used to adapt the level-set method to local deformations and to allow the user to control the intensity of the tool. Level-set based tools have been implemented in an interactive sculpting system, and we show sculptures created using the system. Abstract Since the seminal work of [Sussman, M, Smereka P, Osher S. A level set approach for computing solutions to incompressible two-phase flow. J Comput Phys 1994;114:146–59] on coupling the level set method of [Osher S, Sethian J. Fronts propagating with curvature-dependent speed: algorithms based on Hamilton–Jacobi formulations. J Comput Phys 1988;79:12–49] to the equations for two-phase incompressible flow, there has been a great deal of interest in this area. That work demonstrated the most powerful aspects of the level set method, i.e. automatic handling of topological changes such as merging and pinching, as well as robust geometric information such as normals and curvature. Interestingly, this work also demonstrated the largest weakness of the level set method, i.e. mass or information loss characteristic of most Eulerian capturing techniques. In fact, [Sussman M, Smereka P, Osher S. A level set approach for computing solutions to incompressible two-phase flow. J Comput Phys 1994;114:146–59] introduced a partial differential equation for battling this weakness, without which their work would not have been possible. In this paper, we discuss both historical and most recent works focused on improving the computational accuracy of the level set method focusing in part on applications related to incompressible flow due to both of its popularity and stringent accuracy requirements. Thus, we discuss higher order accurate numerical methods such as Hamilton–Jacobi WENO [Jiang G-S, Peng D. Weighted ENO schemes for Hamilton–Jacobi equations. SIAM J Sci Comput 2000;21:2126–43], methods for maintaining a signed distance function, hybrid methods such as the particle level set method [Enright D, Fedkiw R, Ferziger J, Mitchell I. A hybrid particle level set method for improved interface capturing. J Comput Phys 2002;183:83–116] and the coupled level set volume of fluid method [Sussman M, Puckett EG. A coupled level set and volume-of-fluid method for computing 3d and axisymmetric incompressible two-phase flows. J Comput Phys 2000;162:301–37], and adaptive gridding techniques such as the octree approach to free surface flows proposed in [Losasso F, Gibou F, Fedkiw R. Simulating water and smoke with an octree data structure, ACM Trans Graph (SIGGRAPH Proc) 2004;23:457–62]. We present a system for accurate real-time mapping of complex and arbitrary indoor scenes in variable lighting conditions, using only a moving low-cost depth camera and commodity graphics hardware. We fuse all of the depth data streamed from a Kinect sensor into a single global implicit surface model of the observed scene in real-time. The current sensor pose is simultaneously obtained by tracking the live depth frame relative to the global model using a coarse-to-fine iterative closest point (ICP) algorithm, which uses all of the observed depth data available. We demonstrate the advantages of tracking against the growing full surface model compared with frame-to-frame tracking, obtaining tracking and mapping results in constant time within room sized scenes with limited drift and high accuracy. We also show both qualitative and quantitative results relating to various aspects of our tracking and mapping system. Modelling of natural scenes, in real-time with only commodity sensor and GPU hardware, promises an exciting step forward in augmented reality (AR), in particular, it allows dense surfaces to be reconstructed in real-time, with a level of detail and robustness beyond any solution yet presented using passive computer vision. This article introduces the Hierarchical Run-Length Encoded (H-RLE) Level Set data structure. This novel data structure combines the best features of the DT-Grid (of Nielsen and Museth [2004]) and the RLE Sparse Level Set (of [2004]) to provide both optimal efficiency and extreme versatility. In brief, the H-RLE level set employs an RLE in a dimensionally recursive fashion. The RLE scheme allows the compact storage of sequential nonnarrowband regions while the dimensionally recursive encoding along each axis efficiently compacts nonnarrowband planes and volumes. Consequently, this new structure can store and process level sets with effective voxel resolutions exceeding 5000 × 3000 × 3000 (45 billion voxels) on commodity PCs with only 1 GB of memory. This article, besides introducing the H-RLE level set data structure and its efficient core algorithms, also describes numerous applications that have benefited from our use of this structure: our unified implicit object representation, efficient and robust mesh to level set conversion, rapid ray tracing, level set metamorphosis, collision detection, and fully sparse fluid simulation (including RLE vector and matrix representations.) Our comparisons of the popular octree level set and Peng level set structures to the H-RLE level set indicate that the latter is superior in both narrowband sequential access speed and overall memory usage. A number of techniques have been developed for reconstructing surfaces by integrating groups of aligned range images. A desirable set of properties for such algorithms includes: incremental updating, representation of directional uncertainty, the ability to fill gaps in the reconstruction, and robustness in the presence of outliers. Prior algorithms possess subsets of these properties. In this paper, we present a volumetric method for integrating range images that possesses all of these properties. Our volumetric representation consists of a cumulative weighted signed distance function. Working with one range image at a time, we first scan-convert it to a distance function, then combine this with the data already acquired using a simple additive scheme. To achieve space efficiency, we employ a run-length encoding of the volume. To achieve time efficiency, we resample the range image to align with the voxel grid and traverse the range and voxel scanlines synchronously. We generate the final manifold by extracting an isosurface from the volumetric grid. We show that under certain assumptions, this isosurface is optimal in the least squares sense. To fill gaps in the model, we tessellate over the boundaries between regions seen to be empty and regions never observed. Using this method, we are able to integrate a large number of range images (as many as 70) yielding seamless, high-detail models of up to 2.6 million triangles. We propose a probabilistic formulation of joint silhouette extraction and 3D reconstruction given a series of calibrated 2D images. Instead of segmenting each image separately in order to construct a 3D surface consistent with the estimated silhouettes, we compute the most probable 3D shape that gives rise to the observed color information. The probabilistic framework, based on Bayesian inference, enables robust 3D reconstruction by optimally taking into account the contribution of all views. We solve the arising maximum a posteriori shape inference in a globally optimal manner by convex relaxation techniques in a spatially continuous representation. For an interactively provided user input in the form of scribbles specifying foreground and background regions, we build corresponding color distributions as multivariate Gaussians and find a volume occupancy that best fits to this data in a variational sense. Compared to classical methods for silhouette-based multiview reconstruction, the proposed approach does not depend on initialization and enjoys significant resilience to violations of the model assumptions due to background clutter, specular reflections, and camera sensor perturbations. In experiments on several real-world data sets, we show that exploiting a silhouette coherency criterion in a multiview setting allows for dramatic improvements of silhouette quality over independent 2D segmentations without any significant increase of computational efforts. This results in more accurate visual hull estimation, needed by a multitude of image-based modeling approaches. We made use of recent advances in parallel computing with a GPU implementation of the proposed method generating reconstructions on volume grids of more than 20 million voxels in up to 4.41 seconds.