Reconstructing 3D models from large, dense point clouds is critical to enable Virtual Reality (VR) as a platform for entertainment, education, and heritage preservation. Existing 3D reconstruction systems inevitably make trade-offs between three conflicting goals: the efficiency of reconstruction (e.g., time and memory requirements), the visual quality of the constructed scene, and the rendering speed on the VR device. This paper proposes a reconstruction system that simultaneously meets all three goals. The key idea is to avoid the resource-demanding process of reconstructing a high-polygon mesh altogether. Instead, we propose to directly transfer details from the original point cloud to a low polygon mesh, which significantly reduces the reconstruction time and cost, preserves the scene details, and enables real-time rendering on mobile VR devices. While our technique is general, we demonstrate it in reconstructing cultural heritage sites. We for the first time digitally reconstruct the Elmina Castle, a UNESCO world heritage site at Ghana, from billions of laser-scanned points. The reconstruction process executes on low-end desktop systems without requiring high processing power, making it accessible to the broad community. The reconstructed scenes render on Oculus Go in 60 FPS, providing a real-time VR experience with high visual quality. Our project is part of the Digital Elmina effort (http://digitalelmina.org/) between University of Rochester and University of Ghana.
翻译:从大密度的云层重建3D模型对于使虚拟现实(VR)成为娱乐、教育和保存遗产的平台至关重要。现有的3D重建系统不可避免地在三个相互矛盾的目标之间作出权衡:重建的效率(例如时间和记忆要求)、建筑现场的视觉质量以及VR装置的传输速度。本文建议了一个同时满足所有三个目标的重建系统。关键的想法是避免资源需求重建高粒子网格的过程。相反,我们提议将细节从最初的云点直接转移到低多边网格网格网块,这大大缩短重建的时间和成本,保存现场细节,并使移动VR装置能够实时翻版。虽然我们的技术是普遍的,但我们在重建文化遗产地点时展示了这一点。我们第一次从数十亿个激光/扫描点对位于加纳的教科文组织世界遗产网站Elmina城堡进行数字化重建。重建进程在低端桌面系统上进行,不需要高处理能力,而是让广大的加纳大学能够进入,让其进入,使现场细节和图像都能够实时翻版。在我们的VPS/DR图像大学中进行改造。