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A visual hull is a geometric entity created by shape-from-silhouette 3D reconstruction technique introduced by A. Laurentini. This technique assumes the foreground object in an image can be separated from the background. Under this assumption, the original image can be thresholded into a foreground/background binary image, which we call a silhouette image. The foreground mask, known as a silhouette, is the 2D projection of the corresponding 3D foreground object. Along with the camera viewing parameters, the silhouette defines a back-projected generalized cone that contains the actual object. This cone is called a ''silhouette cone''. The upper right thumbnail shows two such cones produced from two silhouette images taken from different viewpoints. The intersection of the two cones is called a visual hull, which is a bounding geometry of the actual 3D object (see the bottom right thumbnail). When the reconstructed geometry is only used for rendering from a different viewpoint, the implicit reconstruction together with rendering can be done using graphics hardware.


In two dimensions

A technique used in some modern
touchscreen A touchscreen or touch screen is the assembly of both an input ('touch panel') and output ('display') device. The touch panel is normally layered on the top of an electronic visual display of an information processing system. The display is ofte ...
devices employs cameras placed in the corners situated opposite infrared LEDs. The one-dimensional projection (shadow) of objects on the surface may be used to reconstruct the convex hull of the object.


See also

* 3D reconstruction from multiple images *
Tomographic reconstruction Tomographic reconstruction is a type of multidimensional inverse problem where the challenge is to yield an estimate of a specific system from a finite number of projections. The mathematical basis for tomographic imaging was laid down by Johann ...


References

{{Mixed reality Computer graphics Geometry in computer vision Projective geometry Photogrammetry 3D imaging Convex hull algorithms