In: Stilla U, Rottensteiner F, Paparoditis N (Eds) CMRT09. IAPRS, Vol. XXXVIII, Part 3/W4 — Paris, France, 3-4 September, 2009
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Figure 4. Example of a “missed” wall, (a) 10 rays per camera:
the current wall is “missed” by several cameras (red
dots); (b) 50 rays per camera: the current wall is
seen by all the cameras (black dots)
(a) 3D view
(b) Cameras seeing the (c) Cameras selected with
red wall the 2D approach
Figure 5. Example of incomplete camera selection
4. 3D Z-BUFFERING
4.1 Principle
The second approach is 3D-based and relies on a z-buffer
technique. Each camera is analysed in turn. A set of candidate
walls is first associated to the current camera as in described in
section 3, using distance, half-plane and backface culling
criteria. The camera is then associated to a label image
identifying the walls seen by the camera, and a depth image
indicating the distance from the camera centre to the walls.
Finally, after all the cameras have been processed, each wall
can be associated to the list of cameras that can view it.
4.2 Test results
In order to reduce computing time, the distance and label
images are sub-sampled at coarser resolutions. The tests were
performed at a sampling resolution of 5, 10 and 20 pixels.
They are shown in Table 2. It is important to note that the
algorithm was not optimised and the graphical card not used.
An example of depth image is shown in Figure 6.
Z-buffer
resolution
Image size
(hxw)
Total # of
visible
walls
Avg # of cam.
per wall
Computing
time
5 pixels
216x384
2310
(20.2%)
4.40
61min58s
10 pixels
108x192
2249
(19.7%)
4.41
52min36s
20 pixels
54x96
2186
(19.2%)
4.35
43min54s
Table 2. Results of 3D ray tracing
Figure 6. Example of a depth image
4.3 Discussion
Using this approach, 50% more walls can be textured. In
particular, all facades located behind other buildings can now
be textured, whereas they were discarded with the 2D approach.
In the example of Figure lOd, the circled area shows an
example of a high building visible from the current camera but
only selected with the 3D approach. As the measures are very
dense, even small walls, walls distant from the path or wall
aligned with the path can theoretically be textured.
In return, many selected walls are only partly visible, and
would actually have a very poor texture quality. It is important
to introduce a contribution culling technique, in order to discard
wall images inappropriate for texture mapping. In the current
implementation, another drawback of the method is the
computing time. Using a hardware implementation directly into
the Graphical Processing Unit of the graphic card should solve
this problem. A hierarchical z-buffer technique could also be
investigated (Greene, 1993). Finally, the selection process must
be entirely completed before being able to further process a
façade, which might not be compatible with a large-scale
production process.
5. 3D RAY TRACING
5.1 Principle
The last approach combines the main advantages of the two
previous ones: speed and use of 3D information. It is a 3D
extension of the 2D approach based on ray tracing. However,
the analysis is performed wall-by-wall rather than camera-by
camera. Given a wall, a set of candidate cameras is selected
using a method similar to the one described in section 3: