CMRT09: Object Extraction for 3D City Models, Road Databases and Traffic Monitoring - Concepts, Algorithms, and Evaluation
and it contains 990 points and 1980 cameras views (see Figure
1). It includes loops, self-intersections and close parallel roads.
As a result a building wall can be seen from several locations
within the path.
Figure 1. Test area, Rennes historical center. The virtual path is
depicted in red.
3. 2D RAY TRACING
3.1 Principle
The 2D approach is based on ray-tracing. Each camera is
analyzed in turn. The walls are represented by 2D segments.
For each camera a set of compatible wall segments is pre
selected using three criteria (see Figure 2):
Distance criterion: the wall is located within a given
distance from the camera center.
Half-plane criterion: at least one point of the wall
segment is located in the half-space in front of the
camera
Backface culling criterion: the wall is facing the
camera.
The compatible wall segments define a set of candidate walls
that might be visible from the current camera. An example of
pre-selection is shown in Figure lOa-b.
Figure 2. The three criteria for the selection of candidate walls:
(black=pre-selected walls, red=rejected walls)
The 2D-tracing technique is then applied to the candidate wall
segments. First a beam of 2D lines is defined passing through
the camera center point and regularly distributed within the
field of view of the camera. Then the closest intersected
candidate wall segment is selected as a visible wall. When all
the cameras have been processed then each wall can be
associated to the list of cameras that can view it.
3.2 Test results
The method was tested with various numbers of rays per
camera. The distance threshold was arbitrarily set to 150m,
distance above which the texture resolution is low enough to be
discarded. The computing time includes reading and exporting
steps. Numerical results are shown in Table 1. Between 10 and
13% of the walls are detected as visible by the process. Figure 3
shows the evolution of the wall number and the computing time
with the number of rays. A qualitative example of selected
walls can be found in Figure 10c.
Ray #
Total # of
selected walls
Avg # of cameras
per wall
Computing
time
10
1176(10.3%)
4.54
7s
50
1391 (12.1%)
4.95
11s
100
1450(12.7%)
5.04
17s
500
1507 (13.2%)
5.14
50s
Table 1. Results of 2D ray tracing
0 100 200 300 400 500 600
Rays #
0)
E
"■3
U)
c
V-
3
Q.
E
o
o
o
3
CD
Figure 3 -Number of visible walls and computing time in
relation to the number of rays
3.3 Discussion
The variations in the number of selected walls come either from
walls located far away of the camera, or from walls almost
aligned with the camera center. When the number of rays is
small, then many walls are located between two rays and are
therefore not selected (see Figure 4). In our configuration, a
number of rays around 100 seems to be a good compromise to
get a maximum number of relevant images per building wall.
The main advantage of the 2D approach is the speed. It is also
very simple and quick to implement. However it does not take
building heights into account. Yet a low building (garage, shop,
etc) may only mask the bottom part of higher buildings located
behind it, especially if the camera is located on the top of a
vehicle (see examples in Figure 5 and Figure 11 a-c). Therefore
it seems very important to make use of 3D information within
the selection process.