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Proceedings Paper

Capturing geometry in real-time using a tracked Microsoft Kinect
Author(s): Daniel Tenedorio; Marlena Fecho; Jorge Schwartzhaupt; Robert Pardridge; James Lue; Jürgen P. Schulze
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Paper Abstract

We investigate the suitability of the Microsoft Kinect device for capturing real-world objects and places. Our new geometry scanning system permits the user to obtain detailed triangle models of non-moving objects with a tracked Kinect. The system generates a texture map for the triangle mesh using video frames from the Kinect's color camera and displays a continually-updated preview of the textured model in real-time, allowing the user to re-scan the scene from any direction to fill holes or increase the texture resolution. We also present filtering methods to maintain a high-quality model of reasonable size by removing overlapping or low-precision range scans. Our approach works well in the presence of degenerate geometry or when closing loops about the scanned subject. We demonstrate the ability of our system to acquire 3D models at human scale with a prototype implementation in the StarCAVE, a virtual reality environment at the University of California, San Diego. We designed the capturing algorithm to support the scanning of large areas, provided that accurate tracking is available.

Paper Details

Date Published: 8 February 2012
PDF: 14 pages
Proc. SPIE 8289, The Engineering Reality of Virtual Reality 2012, 82890A (8 February 2012); doi: 10.1117/12.912211
Show Author Affiliations
Daniel Tenedorio, Univ. of California, San Diego (United States)
Marlena Fecho, Univ. of California, San Diego (United States)
Jorge Schwartzhaupt, Univ. of California, San Diego (United States)
Robert Pardridge, Univ. of California, San Diego (United States)
James Lue, Univ. of California, San Diego (United States)
Jürgen P. Schulze, Univ. of California, San Diego (United States)


Published in SPIE Proceedings Vol. 8289:
The Engineering Reality of Virtual Reality 2012
Ian E. McDowall; Margaret Dolinsky, Editor(s)

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