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Efficiently combining positions and normals for precise 3D geometry

Published: 01 July 2005 Publication History

Abstract

Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes or range images) or orientations (normal maps or bump maps). We present an algorithm that combines these two kinds of estimates to produce a new surface that approximates both. Our formulation is linear, allowing it to operate efficiently on complex meshes commonly used in graphics. It also treats high-and low-frequency components separately, allowing it to optimally combine outputs from data sources such as stereo triangulation and photometric stereo, which have different error-vs.-frequency characteristics. We demonstrate the ability of our technique to both recover high-frequency details and avoid low-frequency bias, producing surfaces that are more widely applicable than position or orientation data alone.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 24, Issue 3
July 2005
826 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/1073204
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 01 July 2005
Published in TOG Volume 24, Issue 3

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