Abstract

Abstract. The paper presents a collaborative image-based 3D reconstruction pipeline to perform image acquisition with a smartphone and geometric 3D reconstruction on a server during concurrent or disjoint acquisition sessions. Images are selected from the video feed of the smartphone’s camera based on their quality and novelty. The smartphone’s app provides on-the-fly reconstruction feedback to users co-involved in the acquisitions. The server is composed of an incremental SfM algorithm that processes the received images by seamlessly merging them into a single sparse point cloud using bundle adjustment. Dense image matching algorithm can be lunched to derive denser point clouds. The reconstruction details, experiments and performance evaluation are presented and discussed.

Highlights

  • Image-based approaches have become viral for 3D digitization in the last years

  • To evaluate the metric potentialities of the implemented collaborative reconstruction pipeline, the dense point clouds of the three datasets acquired with different smartphones are compared against the ground truth dense point clouds obtained using a standard photogrammetric procedure

  • The point clouds are first cleaned from noisy elements, aligned in a local coordinate reference system to the reference data by means of the iterative closest point (ICP) with scale factor registration method, implemented in the open source software application CloudCompare

Read more

Summary

Introduction

Requirements and needs of digital replica significantly change according to the application field, steering the choice of equipment, as well as software tools. Accuracy and reliability are crucial factors, which imply the adoption of high-cost, professional-grade camera and lens systems, coupled with software applications fully manageable only by expert operators. A range of economic activities, whose origin can be traced back to the beginning of the new millennium, is driving the digital economy all around the word, i.e. the creative industries (EY, 2015). We are witnessing a ‘democratization’ and massive spread of 3D digitization techniques (Alderton, 2016; Nancarrow, 2016; Santos et al, 2017), with an increasing demand for hardware and software solutions economically accessible, understandable and manageable by almost anyone wills to express his or her creativity through 3D digital products

Methods
Results
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call