In this paper we present a novel featurebased RGB-D camera pose optimization algorithm for real-time 3D reconstruction systems. During camera pose estimation, current methods in online systems suffer from fast-scanned RGB-D data, or generate inaccurate relative transformations between consecutive frames. Our approach improves current methods by utilizing matched features across all frames and is robust for RGB-D data with large shifts in consecutive frames.We directly estimate camera pose for each frame by efficiently solving a quadratic minimization problem to maximize the consistency of 3D points in global space across frames corresponding to matched feature points. We have implemented our method within two state-of-the-art online 3D reconstruction platforms. Experimental results testify that our method is efficient and reliable in estimating camera poses for RGB-D data with large shifts.
We present a novel approach to reconstruct RGB-D indoor scene with plane primitives. Our approach takes as input a RGB-D sequence and a dense coarse mesh reconstructed by some 3D reconstruction method on the sequence, and generate a lightweight, low-polygonal mesh with clear face textures and sharp features without losing geometry details from the original scene. To achieve this, we firstly partition the input mesh with plane primitives, simplify it into a lightweight mesh next, then optimize plane parameters, camera poses and texture colors to maximize the photometric consistency across frames, and finally optimize mesh geometry to maximize consistency between geometry and planes. Compared to existing planar reconstruction methods which only cover large planar regions in the scene, our method builds the entire scene by adaptive planes without losing geometry details and preserves sharp features in the final mesh. We demonstrate the effectiveness of our approach by applying it onto several RGB-D scans and comparing it to other state-of-the-art reconstruction methods.
This paper presents a spectral approach to compress dynamic animation consisting of a sequence of homeomorphic manifold meshes. Our new approach directly compresses the field of deformation gradient defined on the surface mesh, by decomposing it into rigid-body motion (rotation) and non-rigid-body deformation (stretching) through polar decomposition. It is known that the rotation group has the algebraic topology of 3D ring, which is different from other operations like stretching. Thus we compress these two groups separately, by using Manifold Harmonics Transform to drop out their high-frequency details. Our experimental result shows that the proposed method achieves a good balance between the reconstruction quality and the compression ratio. We compare our results quantitatively with other existing approaches on animation compression, using standard measurement criteria.
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