通过多幅照片恢复物体的三维模型
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摘要
随着计算机技术的发展,人们已经不再满足于在计算机屏幕中看到简单的二维画面了。计算机图形学提供了一种在计算机上描述三维物体并且能够展现在用户面前的一种方法。但是,目前还只是停留在手工建模的基础之上,这就对用户提出了很高的要求-必须是专业人事才能做。而对于普通用户来说,对于模型精度要求不是很高,现在基本上是采用IBR(ImageBased Rendering)的方法。
     本文讨论的就是一种通过多幅照片恢复物体三维模型的一种方法。从图像中恢复三维模型集成了图像处理、计算机视觉和计算机图形学的知识于一体,是一种学科门类跨度比较大的技术。但是在每个分支领域里面前人都已经做了很多的工作,基本上已经有了比较成熟的方法,这就使得整个系统在可行性上有了一定的保障。
     首先介绍摄像机的透视投影模型,并讲述了普通摄像机标定的方法和两种平面模板的标定方法。然后给出了在我们系统中应用的自行设计的标定模板,最后以表格的形式给出了结果数据。
     接下去讲述了体积相交求模型的方法。我们从普遍的体素定义引申开,介绍了我们非体素的表示方法。然后介绍了切割法的原理,并且推导出由三维实体相交转化为二维平面上线段相交的简化算法。最后给出了具体算法描述和实验结果。
     第四章首先介绍了OpenGL的基本概念,然后介绍了利用平面的三角剖分来简化求解空间三角网格的生成算法。
     最后一章给出系统的实验结果,并且讨论了目前系统存在的不足之处和改进方法。
With the development of computer technology, people are not satisfied with two dimensional images in computer screen. Computer Graphics (CG) provides a method of representing a three dimensional object in computer. However, these models are created manually. This work should be done by professional. Not a professional but a common user, mostly, what he need is not a high-precision model but a low-precision one. And now, many productions use the technology of Image Based Rendering (IBR).
    In this thesis, we give the method of 3-D reconstruction over a set of pictures. This technology is based on Image Processing, Computer Vision and Computer Graphics. And we can find some good work in each subject so that we can use their results to construct our system.
    Firstly, we give an introduction of the projective camera model. The next topic is camera calibration and we give an ordinary way to calibrate and two calibration method of using one model plane. Then we show the calibration model which is designed by us and finally give out our result of calibration.
    Secondly, we explain the method of volume generation. From an ordinary definition of volxel, we give our way to express the volume. Then we introduce the principle of volume intersection. We also figure out that we can solve the intersection of two line segment in a 2-D image plane instead of calculate the intersection of two volume directly. Last we give the flow of our algorithm and the result of experiments.
    In Chapter 4, we introduce the basic conception of OpenGL. And then we give a method to generate a local triangular mesh based on Delaunay triangulation technique in two dimensions.
    In final chapter, we give out the result of our whole system. Then discuss the disadvantage of our system and give some new method to improve it.
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