Abstract
Virtual creatures are situated agents capable of interacting with the virtual environment where they inhabit. Experiments with virtual creatures require an environment where they can develop. Depending on the task, a scene from the real world may be the best candidate; it is possible to generate a virtual representation according to the specific case study. Usually, this is known as 3D reconstruction. This paper focuses on this possibility. It presents a quick rundown of the more common approaches to 3D reconstruction, along with some of their strengths and weaknesses. With this background information, a proposal is made and tested for a workflow for reconstruction using a photogrammetry approach. The workflow’s capabilities are tested in the indoor and outdoor settings regarding the approach’s ability to generate a usable environment for virtual creature experimentation. The results presented are based on using a database for the community and generating a personal database to test the proposed workflow. The result shows that the reconstruction 3D environment using photogrammetry is possible, and it is feasible to obtain a virtual environment of the real world.
Supported by CONACYT.
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This research was possible thanks to the National Council for Science and Technology (CONACYT)’s National Scholarship Program.
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Herrera, R.M., Jiménez, V.M., Corchado, M.A.R., Corchado, F.F.R., Romero, J.R.M. (2022). Virtualizing 3D Real Environments Using 2D Pictures Based on Photogrammetry. In: Vergara-Villegas, O.O., Cruz-Sánchez, V.G., Sossa-Azuela, J.H., Carrasco-Ochoa, J.A., Martínez-Trinidad, J.F., Olvera-López, J.A. (eds) Pattern Recognition. MCPR 2022. Lecture Notes in Computer Science, vol 13264. Springer, Cham. https://doi.org/10.1007/978-3-031-07750-0_16
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