Showing posts with label structuredlight. Show all posts
Showing posts with label structuredlight. Show all posts

2010-01-04

Structured Light For 3d Scanning

I learned a little about structured light from the 2008 House of Cards Radiohead video and more since Kyle McDonald created an open source google code implementation- but only very recently really gotten into how it works.

Simulated Structured Light

I had trouble getting good scans initially and I thought it would be good to create a perfectly controlled setup that didn't require a projector or camera- instead generate scenes from software, projecting textures onto 3d objects.

One of the generated input phase images:


Output from the google code ThreePhase processing app:



The obvious improvement is to add in an obj loader to this program, instead of just generating a semi-random blobby shape.

Real World Scans

I was hoping for a lot more but managed to get a few scans of people during a New Year's Eve party:

From 2009.12.31_nextyear


From 2009.12.31_nextyear


From 2009.12.31_nextyear


Those were all made using modified versions of Kyle McDonald's slDecode and slCapture programs. I'll post those somewhere eventually.


Matlab Script

This script is currently very very slow, but it's good to be able to debug in matlab and have easy access to fft and other functions.

Wrapped phase:


Unwrapped phase:


Note the vertical lines where phase propagates vertically in glitchy ways- some filtering (and even slower processing time) ought to be able to clean that during the flood fill.

Next

I hope to go mainly in the direction of high resolution high fidelity scans, as opposed to high frame-rate low sample-time scans, though I think I can access several high frame rate cameras for use in the latter. There is also lots of room for improvements (especially at the phase unwrapping stage) that would benefit either one of those.