(en) The three-dimensional structure of the world makes 3D as the natural evolution of a huge panel of applications. Many different 3D reconstruction algorithms have been implemented to meet different application needs. We target immersive applications. The reconstructed models of users and objects are inserted in 3D virtual environments creating the mixed reality, which is rendered on spatially immersive displays. The user sees its model on the projection walls, allowing him to interact with elements of the virtual world. Immersion requires small latency, high reconstruction rates and non-invasive systems. Furthermore, we choose to reconstruct arbitrary shapes with a geometric method. The review of the state of the art shows that all the acquisition devices cannot be connected to a single computer performing real time reconstruction. The system needs a cluster of computers and a strategy to share information between them. We present a distributed and scalable architecture for real time reconstruction of arbitrary shapes exploiting inter-frame redundancy. The architecture is composed of acquisition nodes and master nodes. Each acquisition node reconstructs partial models from its attached cameras and sends non-redundant information to its master. Each master node merges several partial models. The output of several masters can be merged by another master. We exploit the properties of volumetric algorithms, i.e. an efficient exploitation of inter-frame redundancy and an efficient merging of partial models, to increase performances. We test our volumetric architecture with an innovative implementation of the visual hull. We use a label that codes simultaneously occupancy, subdivision of space and visibility allowing each camera to see only part of the volume of interest. We test our system on a particular implementation of the framework composed of eight cameras and twelve cores, two per acquisition node and four for the master. We achieve fifteen reconstructions per second and less than 100 ms latency from segmentation to the display of the reconstructed model. System performances have been measured on sequences of more than 20 000 frames with unconstrained user’s movements. The system computes a fair approximation of the user in all situations.
Ruiz, D. (2008). A distributed and scalable architecture for real time volumetric reconstruction of arbitrary shapes exploiting inter-frame redundancy. https://hdl.handle.net/2078.5/136068