dc.contributor.author | Vassallo, Elaine | en_US |
dc.contributor.author | Spina, Sandro | en_US |
dc.contributor.author | Debattista, Kurt | en_US |
dc.contributor.editor | Silvester Czanner and Wen Tang | en_US |
dc.date.accessioned | 2014-01-31T20:18:47Z | |
dc.date.available | 2014-01-31T20:18:47Z | |
dc.date.issued | 2013 | en_US |
dc.identifier.isbn | 978-3-905673-98-2 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/LocalChapterEvents.TPCG.TPCG13.077-084 | en_US |
dc.description.abstract | The ability to represent real-world objects digitally in a realistic manner is an indispensable tool for many applications. This paper proposes a method for acquiring, processing, representing, and rendering these digital representations. Acquisition can be divided into two processes: acquiring the 3D geometry of the object, and obtaining the texture and reflectance behaviour of the object. Our work explores the possibility of using Microsoft's Kinect sensor to acquire the 3D geometry, by registration of data captured from different viewpoints. The Kinect sensor itself is used to acquire texture and reflectance information which is represented using multiple Polynomial Texture Maps. We present processing pipelines for both geometry and texture, and finally our work examines how the acquired and processed geometry, texture, and reflectance behaviour information can be mapped together in 3D, allowing the user to view the object from different viewpoints while being able to interactively change light direction. Varying light direction uncovers details of the object which would not have been possible to observe using a single, fixed, light direction. This is useful in many scenarios, amongst which is the examination of cultural heritage artifacts with surface variations. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Digitizing and scanning | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Viewing Algorithms | en_US |
dc.subject | I.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry and Object Modeling | en_US |
dc.subject | Physically based modeling | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | Acquisition, Representation and Rendering of Real-World Models using Polynomial Texture Maps in 3D | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |