Full text: XVIIIth Congress (Part B5)

  
TWO 3-D SENSORS FOR ENVIRONMENT MODELING AND VIRTUAL REALITY: 
CALIBRATION AND MULTI-VIEW REGISTRATION 
S.F. El-Hakim, J.-A.Beraldin, G. Godin, and P. Boulanger 
Institute for Information Technology, National Research Council 
Ottawa, Ontario, Canada 
Commission V, Working Group 1 
KEY WORDS: Calibration, Modeling, Registration, Graphics, Scanner, Real-time, Three-dimensional, Virtual-Reality. 
ABSTRACT 
Virtual environments (VEs) also known as virtual reality (VR) are increasingly being considered for industrial, medical, and 
educational / training applications, to name a few. A VE provides real-time interaction with 3-D models when combined with a 
display technology that gives the user immersion in the model world and direct manipulation of objects. In many of the 
applications, the truthful representation of the environment and the accurate manipulation and navigation in the virtual world 
are crucial. In this paper we examine the potential use of laser range cameras and digital photogrammetry in the accurate 
creation of VE models of real scenes and in the tracking of the user for precise interaction with models. 
I. INTRODUCTION 
Virtual environments are defined as the real-time graphics 
interaction with three-dimensional models, when combined 
with a display technology that gives the user immersion in 
the model world and direct manipulation (Bishop and Fuchs, 
1992.) The technology will radically change the way people 
interact with computers and allow them to act as if they were 
in places they are not. Obviously, the entertainment industry 
is the leading market, however many other applications do 
exist. For example, training such as flight simulators, 
industrial design and prototyping (Hedberg, 1996), medical 
(Goble, et al, 1995), and military (Polis et al, 1995) 
applications are now employing the technology. VE is 
currently advancing at a very rapid pace in both research 
organizations and industry. There are many useful 
publications that may serve as introduction to the topic and 
document the state of the technology (e.g. Adams, 1993, 
Azuma, 1995, Bishop and Fuchs, 1992, Phillips-Mahoney, 
1995, Sturman and Zelter, 1994, and Stevens, 1994). We 
will only give a brief overview here. 
1.1. Overview of VE Technology 
Virtual exploring of real places and environments, either for 
leisure, engineering design, simulations, or tasks in remote 
hazardous environments, is more effective and useful if 
geometrical relationships and dimensions in the virtual 
model are accurate. Also, since in VE the rendering of images 
must respond immediately to one's movements, the 
relationship between the viewer's head and hands and the 3-D 
environment must be continuously and accurately known. 
This is also true for interacting with and manipulating 
objects in that environment. The degree of accuracy of the 
modeling and positioning will widely vary with 
applications. Even within an application the accuracy 
requirements may vary. For example, the accuracy of the 
spatial location and orientation of doors and openings 
through which the viewer or moving platforms will go, is 
higher than other details. 
Figure 1 summarizes the main components of a VE system. 
First, the 3-D world has to be created. The "computer- 
generated" environment can be a truthful representation of 
the "real" environment if precise, well-calibrated, laser range 
cameras are used to digitize the latter to create the former. 
140 
However, for several reasons such as availability and cost, 
most models are built by either using standard geometric 
primitives, libraries of pre-modeled objects, or manual 
digitizing of every point. Building such a model graphically 
for a detailed environment takes enormous efforts and time 
and may look unrealistic. On the other hand , digitizing 
the environment with laser range cameras is an excellent 
alternative to graphically creating the model. It saves time 
and effort while providing a more realistic model. Real-world 
3-D image-based VE can advantageously complement or 
replace artificially created VE in many endeavors. Currently, 
creating such models of the real world remains an obstacle 
for this technology and is a limitation to the 
implementation in a wide range of useful applications. Other 
components of the VE system include the head trackers, the 
image rendering engine, and the 3-D display (either head 
mounted or one or more computer screen). The rate of all the 
processes must be fast enough to update the display at 20 Hz 
or faster. 
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Change Images to Respond to Movement 
Figure 1: The main components of a VE system 
International Archives of Photogrammetry and Remote Sensing. Vol. XXXI, Part B5. Vienna 1996 
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