Placing Three-Dimensional Models in an Uncalibrated Single Image of an Architectural Scene

2004 ◽  
Vol 13 (6) ◽  
pp. 692-707 ◽  
Author(s):  
Sara Keren ◽  
Ilan Shimshoni ◽  
Ayellet Tal

This paper discusses the problem of inserting 3D models into a single image. The main focus of the paper is on the accurate recovery of the camera's parameters, so that 3D models can be inserted in the “correct” position and orientation. The paper addresses two issues. The first is an automatic extraction of the principal vanishing points from an image. The second is a theoretical and an experimental analysis of the errors. To test the concept, a system that “plants” virtual 3D objects in the image was implemented. It was tested on many indoor augmented-reality scenes. Our analysis and experiments have shown that errors in the placement of the objects are unnoticeable.

2018 ◽  
Vol 14 (4) ◽  
pp. 379-384 ◽  
Author(s):  
Celso Dal Ré Carneiro ◽  
Kauan Martins dos Santos ◽  
Thiago Rivaben Lopes ◽  
Filipe Constantino dos Santos ◽  
Jorge Vicente Lopes da Silva ◽  
...  

Three-dimensional modeling connects several fields of knowledge, both basic and applied. 3D models are relevant in educa-tional research because the manipulation of 3D objects favors students' acquisition of spatial vision, but in the Geosciences, there are few didactic publications in Portuguese on the subject. The authors develop an educational research project to produce three-dimensional models of didactic examples of sedimentary basins: the Paraná Basin (Silurian-Upper Cretaceous), the Tau-baté and the São Paulo basins (Neogene). 3D-compatible files will be produced to compose didactic and display material, from maps and geological-structural profiles of certain regional stratigraphic levels of each basin. The research challenges are: (a) to obtain an overview of the available resources for 3D modeling; (b) to evaluate their potential, characteristics, advantages and limitations for applications in Geology and Geosciences; (c) to create computational models of the basins; (d) to produce at least one physical model based on one of the computational models of each basin. The resources will subsidize training work-shops for in-service teachers, technical-scientific articles and Internet pages.


Author(s):  
Á. Rodríguez Miranda ◽  
J. M. Valle Melón

Three-dimensional models with photographic textures have become a usual product for the study and dissemination of elements of heritage. The interest for cultural heritage also includes evolution along time; therefore, apart from the 3D models of the current state, it is interesting to be able to generate models representing how they were in the past. To that end, it is necessary to resort to archive information corresponding to the moments that we want to visualize. <br><br> This text analyses the possibilities of generating 3D models of surfaces with photographic textures from old collections of analog negatives coming from works of terrestrial stereoscopic photogrammetry of historic buildings. The case studies presented refer to the geometric documentation of a small hermitage (done in 1996) and two sections of a wall (year 2000). <br><br> The procedure starts with the digitization of the film negatives and the processing of the images generated, after which a combination of different methods for 3D reconstruction and texture wrapping are applied: techniques working simultaneously with several images (such as the algorithms of Structure from Motion – SfM) and single image techniques (such as the reconstruction based on vanishing points). Then, the features of the obtained models are described according to the geometric accuracy, completeness and aesthetic quality. In this way, it is possible to establish the real applicability of the models in order to be useful for the aforementioned historical studies and dissemination purposes. <br><br> The text also wants to draw attention to the importance of preserving the documentary heritage available in the collections of negatives in archival custody and to the increasing difficulty of using them due to: (1) problems of access and physical conservation, (2) obsolescence of the equipment for scanning and stereoplotting and (3) the fact that the software for processing digitized photographs is discontinued.


2021 ◽  
Vol 11 (12) ◽  
pp. 5321
Author(s):  
Marcin Barszcz ◽  
Jerzy Montusiewicz ◽  
Magdalena Paśnikowska-Łukaszuk ◽  
Anna Sałamacha

In the era of the global pandemic caused by the COVID-19 virus, 3D digitisation of selected museum artefacts is becoming more and more frequent practice, but the vast majority is performed by specialised teams. The paper presents the results of comparative studies of 3D digital models of the same museum artefacts from the Silk Road area generated by two completely different technologies: Structure from Motion (SfM)—a method belonging to the so-called low-cost technologies—and by Structured-light 3D Scanning (3D SLS). Moreover, procedural differences in data acquisition and their processing to generate three-dimensional models are presented. Models built using a point cloud were created from data collected in the Afrasiyab museum in Samarkand (Uzbekistan) during “The 1st Scientific Expedition of the Lublin University of Technology to Central Asia” in 2017. Photos for creating 3D models in SfM technology were taken during a virtual expedition carried out under the “3D Digital Silk Road” program in 2021. The obtained results show that the quality of the 3D models generated with SfM differs from the models from the technology (3D SLS), but they may be placed in the galleries of the vitrual museum. The obtained models from SfM do not have information about their size, which means that they are not fully suitable for archiving purposes of cultural heritage, unlike the models from SLS.


Author(s):  
Daniele Gibelli ◽  
Andrea Palamenghi ◽  
Pasquale Poppa ◽  
Chiarella Sforza ◽  
Cristina Cattaneo ◽  
...  

AbstractPersonal identification of the living from video surveillance systems usually involves 2D images. However, the potentiality of three-dimensional facial models in gaining personal identification through 3D-3D comparison still needs to be verified. This study aims at testing the reliability of a protocol for 3D-3D registration of facial models, potentially useful for personal identification. Fifty male subjects aged between 18 and 45 years were randomly chosen from a database of 3D facial models acquired through stereophotogrammetry. For each subject, two acquisitions were available; the 3D models of faces were then registered onto other models belonging to the same and different individuals according to the least point-to-point distance on the entire facial surface, for a total of 50 matches and 50 mismatches. RMS value (root mean square) of point-to-point distance between the two models was then calculated through the VAM® software. Intra- and inter-observer errors were assessed through calculation of relative technical error of measurement (rTEM). Possible statistically significant differences between matches and mismatches were assessed through Mann–Whitney test (p < 0.05). Both for intra- and inter-observer repeatability rTEM was between 2.2 and 5.2%. Average RMS point-to-point distance was 0.50 ± 0.28 mm in matches, 2.62 ± 0.56 mm in mismatches (p < 0.01). An RMS threshold of 1.50 mm could distinguish matches and mismatches in 100% of cases. This study provides an improvement to existing 3D-3D superimposition methods and confirms the great advantages which may derive to personal identification of the living from 3D facial analysis.


Spatium ◽  
2016 ◽  
pp. 30-36 ◽  
Author(s):  
Petar Pejic ◽  
Sonja Krasic

Digital three-dimensional models of the existing architectonic structures are created for the purpose of digitalization of the archive documents, presentation of buildings or an urban entity or for conducting various analyses and tests. Traditional methods for the creation of 3D models of the existing buildings assume manual measuring of their dimensions, using the photogrammetry method or laser scanning. Such approaches require considerable time spent in data acquisition or application of specific instruments and equipment. The goal of this paper is presentation of the procedure for the creation of 3D models of the existing structures using the globally available web resources and free software packages on standard PCs. This shortens the time of the production of a digital three-dimensional model of the structure considerably and excludes the physical presence at the location. In addition, precision of this method was tested and compared with the results acquired in a previous research.


2021 ◽  
Vol 20 (7) ◽  
pp. 48-61
Author(s):  
Pavel V. Chistyakov ◽  
Ekaterina N. Bocharova ◽  
Ksenia A. Kolobova

This article provides a detailed account of the process of scanning, post-processing and further manipulation of three-dimensional models obtained with structured light scanners. Purpose. The purpose of the study is determined by the need for national archaeologists to learn the methods of three-dimensional modeling for the implementation of scientific research corresponding to international standards. Unfortunately, this direction in national archaeology began to develop in a relatively recent time and there is a lag in the application of three-dimensional modeling of national archaeology compared to the world level. Results. Any archaeological, experimental or ethnographic artifact can be used for three-dimensional scanning. To perform post-processing of three-dimensional models it is necessary to carry out primary scanning of an artifact by one of the existing algorithms. The algorithm for creating models, their positioning, simplification, saving in various formats and export is described. The main sequence of 3D models post-processing includes: processing of groups of scanned projections (their cleaning and alignment), creation of artifact model and processing/rectification of the resulting model using special software. Conclusion. As a result of correct implementation of the algorithm, the researcher receives a scaled model completely corresponding to the original artifact. Obtaining a scalable, texture-free three-dimensional model of the artifact, which fully corresponds to the original and exceeds a photograph in the quality of detail transfer, allows a scientist to conduct precise metric measurements and any procedures of non-invasive manipulation of the models. The ability to access a database of three-dimensional models of archaeological collections greatly simplifies the work of archaeologists, especially in situations when country borders are closed.


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


Author(s):  
Luis Marques ◽  
Josep Roca

The creation of 3D models of urban elements is extremely relevant for urbanists constituting digital archives and being especially useful for enriching maps and databases or reconstructing and analyzing objects/areas through time, building/recreating scenarios and implementing intuitive methods of interaction. The widespread data available online offer new opportunities to generate realistic 3D models without the need to go physically to the place. This chapter aims to demonstrate the potential 3D modeling and visualization/interaction of urban elements in the city for multiple purposes, and it is organized in four main topics: The first deals with the theoretical framework regarding the bases of the human perception of the spatial environment and the importance of 3D modelling. The second and third deal with technical procedures on terrestrial/aerial data acquisition and demonstrate alternatively data gathered online to generate 3D models for the visualization of urban elements of the city, and the fourth introduces 3D model visualization within an augmented reality environment.


2020 ◽  
Vol 75 ◽  
pp. 04016 ◽  
Author(s):  
Ihor Hevko ◽  
Olha Potapchuk ◽  
Iryna Lutsyk ◽  
Viktorya Yavorska ◽  
Viktoriia Tkachuk

The authors present methods building and printing three-dimensional models for graphical reconstruction of historical architectural objects. Procedure sequence of the methods is exemplified through building the model of the Parochial Cathedral of St. Mary of the Perpetual Assistance of the 1950s. After analyzing and assessing the most popular specialized software means, the 3DS Max environment is chosen to build a three-dimensional model. Suggested software tools enable increased accuracy, speed and granularity of fixation of complex systems and expanded databases, providing efficient instruments to deal with bulk data and being relevant to new IT achievements. Sequence and content of operations for analytical and modeling cycles are substantiated. The cathedral model is built on the basis of archive photographs and drafts. The authors describe methods and the algorithm of procedures, principles of architectural and spacious modeling to recreate the architectural object. The three-dimensional model is built by applying a stereogram miniature of the destroyed Cathedral. Reconstruction of spacious configuration of the objects is based on parallax assessment of images. Stages of project implementation are determined. There are described methods of implementing modeling by 3DS Max tools and preparing the model for 3D printing in Cura.


Heritage ◽  
2019 ◽  
Vol 2 (1) ◽  
pp. 306-314
Author(s):  
Monica Bercigli

This paper reports the research carried out using Structure from Motion survey techniques, which were developed on the basis of previous surveys and their subsequent representation through two-dimensional (2D) and three-dimensional (3D) drawings of the tomb, comparing them with drawings and watercolors by several painters of the past. This survey technique enables the reconstruction of three-dimensional models through photographs. The aim of this work is to define a procedural process which allows accurate and reliable three-dimensional reconstructions to be performed for the acquisition of knowledge and the dissemination of cultural heritage, taking advantage of representation and visualization techniques that have been developed in the last decade and that are based on historical references. The variety of digital products which can be produced (video games, 3D models, prints, websites, and augmented reality applications) allows a different approach to the representation to be taken, thereby re-evaluating limits, aims, and expressive potential. The virtual representative systems, enriched with cultural content, scientific information, and data, enhance the participation and awareness of knowledge of the final users of the products and are able to increase the interaction between the user and the information.


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