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We use Steve Seitz's toy dinosaur [Seit 97] as real test data. The set
of data was obtained by taking 20 images approximately on a circle around
each object, and volumetric surfaces were constructed using the
generalized voxel coloring algorithm [Culb 99]. The cameras are
calibrated using a grid on which the object sits. The volume is carved by
splatting each voxel towards each camera and determining the consistency
of the voxel color across the images. If the variance in color intensity
is below a specified threshold, the voxel is kept as part of the object
surface. Otherwise, it is cast out and assigned a zero value. The data
consists of red, green, blue, and alpha channels for each voxel. The
surface exists wherever a non-empty voxel is present.
In defining surface constraints, we use the volume as a binary
representation and apply the technique described above in
Constraint Specificationto define the existence space - surface, exterior, and
interior space - of the object. Surface constraints are defined at each
non-empty voxel. We do not use the entire set of surface voxels because
the system matrix would become too large (19,641 surface voxels for the
dinosaur data set), and the reconstructed surface would over fit the data,
resulting in overshoots. To obtain a subset of these surface voxels, we
uniformly sample the volume by randomly selecting voxels within the
bounding box. Positive constraints are obtained by traversing the binary
volume along the three principal axis. All points occurring between pairs
of non-empty voxels are marked as interior. Only voxels which are marked
as interior by all three traversals are kept as interior constraints.
Again, only a subset of these are selected by the Poisson disc sampling
technique described above. Negative constraints are found by splatting
each surface voxel in the volume towards each camera. If the ray from the
surface voxel to a camera intersects other surface voxels, then the camera
does not have an unobscured view of the voxel. Otherwise, if the camera
does have an unobscured view, then a negative constraint can be placed at
a small distance away from the surface voxel along the ray towards the
camera. Once a specified number of constraints have been collected, they
are applied to the reconstruction algorithm. In our research, we have
used from 800 to 4500 surface constraints. In practice, we have found
that 100 or 200 exterior and interior constraints suffice to define the
interior and exterior space.
The constraints used to reconstruct the toy dinosaur model shown in the
images throughout this work were obtained using the above technique. The
figure below is an example the distribution of surface and exterior
constraints for the toy dinosaur data set. The blue squares are surface
constraints, while the green squares are negative, exterior constraints.
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