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Parametric Surface Representation with Bump Image for Dense 3D Modeling Using an RBG-D Camera

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Abstract

When constructing a dense 3D model of an indoor static scene from a sequence of RGB-D images, the choice of the 3D representation (e.g. 3D mesh, cloud of points or implicit function) is of crucial importance. In the last few years, the volumetric truncated signed distance function (TSDF) and its extensions have become popular in the community and largely used for the task of dense 3D modelling using RGB-D sensors. However, as this representation is voxel based, it offers few possibilities for manipulating and/or editing the constructed 3D model, which limits its applicability. In particular, the amount of data required to maintain the volumetric TSDF rapidly becomes huge which limits possibilities for portability. Moreover, simplifications (such as mesh extraction and surface simplification) significantly reduce the accuracy of the 3D model (especially in the color space), and editing the 3D model is difficult. We propose a novel compact, flexible and accurate 3D surface representation based on parametric surface patches augmented by geometric and color texture images. Simple parametric shapes such as planes are roughly fitted to the input depth images, and the deviations of the 3D measurements to the fitted parametric surfaces are fused into a geometric texture image (called the Bump image). A confidence and color texture image are also built. Our 3D scene representation is accurate yet memory efficient. Moreover, updating or editing the 3D model becomes trivial since it is reduced to manipulating 2D images. Our experimental results demonstrate the advantages of our proposed 3D representation through a concrete indoor scene reconstruction application.

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Notes

  1. The notation \(\llbracket a,b \rrbracket \) denotes the integer interval between a and b.

  2. Note that in our implementation the plane detection is run every 20 frames.

  3. Radial distortion as exhibited in Zhou et al. (2013) is ignored in this work. How to properly handle this noise is left for future work (Zhou et al. 2013) is a pointer about how to handle such a noise).

  4. For information, Infinitam was reported to run above 20 fps.

  5. The GPU memory usage at run-time depends only on the complexity of the scene (i.e., number and size of planar patches in the current visual frustrum).

  6. Memory usage at run-time was less than 150 MB on the GPU and less than 35 MB on the CPU.

  7. At run-time, the GPU memory usage never exceeded 300 MB, while the number of visible planar patches never exceeded 28 planes.

  8. The memory usage at run-time with data Library never exceeded 447 MB in the GPU and 2180 MB in the CPU. The memory usage at run-time with data Library-2 never exceeded 311 MB in the GPU and 881 MB in the CPU.

  9. (1) The tangent vector is made orthogonal to the normal vector and normalised and (2) the bitangent vector is made orthogonal to both the normal and tangent vectors and then normalised.

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Acknowledgements

This work is in part supported by Grant-in-Aid for Scientific Research of the Ministry of Education, Culture, Sports, Science and Technology of Japan.

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Correspondence to Diego Thomas.

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Communicated by S.-C. Zhu.

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Thomas, D., Sugimoto, A. Parametric Surface Representation with Bump Image for Dense 3D Modeling Using an RBG-D Camera. Int J Comput Vis 123, 206–225 (2017). https://doi.org/10.1007/s11263-016-0969-3

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