The image-based 3D reconstruction pipeline aims to generate complete digital representations of the recorded scene, often in the form of 3D surfaces. These surfaces or mesh models are required to be highly detailed as well as accurate enough, especially for metric applications. Surface generation can be considered as a problem integrated in the complete 3D reconstruction workflow and thus visibility information (pixel similarity and image orientation) is leveraged in the meshing procedure contributing to an optimal photo-consistent mesh. Other methods tackle the problem as an independent and subsequent step, generating a mesh model starting from a dense 3D point cloud or even using depth maps, discarding input image information. Out of the vast number of approaches for 3D surface generation, in this study, we considered three state of the art methods. Experiments were performed on benchmark and proprietary datasets of varying nature, scale, shape, image resolution and network designs. Several evaluation metrics were introduced and considered to present qualitative and quantitative assessment of the results.
This paper presents a critical analysis of image-based 3D reconstruction using neural radiance fields (NeRFs), with a focus on quantitative comparisons with respect to traditional photogrammetry. The aim is, therefore, to objectively evaluate the strengths and weaknesses of NeRFs and provide insights into their applicability to different real-life scenarios, from small objects to heritage and industrial scenes. After a comprehensive overview of photogrammetry and NeRF methods, highlighting their respective advantages and disadvantages, various NeRF methods are compared using diverse objects with varying sizes and surface characteristics, including texture-less, metallic, translucent, and transparent surfaces. We evaluated the quality of the resulting 3D reconstructions using multiple criteria, such as noise level, geometric accuracy, and the number of required images (i.e., image baselines). The results show that NeRFs exhibit superior performance over photogrammetry in terms of non-collaborative objects with texture-less, reflective, and refractive surfaces. Conversely, photogrammetry outperforms NeRFs in cases where the object’s surface possesses cooperative texture. Such complementarity should be further exploited in future works.
Abstract. Augmented Reality (AR) is already transforming many fields, from medical applications to industry, entertainment and heritage. In its most common form, AR expands reality with virtual 3D elements, providing users with an enhanced and enriched experience of the surroundings. Until now, most of the research work focused on techniques based on markers or on GNSS/INS positioning. These approaches require either the preparation of the scene or a strong satellite signal to work properly. In this paper, we investigate the use of visual-based methods, i.e., methods that exploit distinctive features of the scene estimated with Visual Simultaneous Localization and Mapping (V-SLAM) algorithms, to determine and track the user position and attitude. The detected features, which encode the visual appearance of the scene, can be saved and later used to track the user in successive AR sessions. Existing AR frameworks like Google ARCore, Apple ARKit and Unity AR Foundation recently introduced visual-based localization in their frameworks, but they target mainly small scenarios. We propose a new Mobile Augmented Reality (MAR) methodology that exploits OPEN-V-SLAM to extend the application range of Unity AR Foundation and better handle large-scale environments. The proposed methodology is successfully tested in both controlled and real-case large heritage scenarios. Results are available also in this video: https://youtu.be/Q7VybmiWIuI.
In recent years, massive digitisation of cultural heritage (CH) assets has become a focus of European programmes and initiatives. Among CH settings, attention is reserved to the immense and precious museum collections, whose digital 3D reproduction can support broader non-invasive analyses and stimulate the realisation of more attractive and interactive exhibitions. The reconstruction pipeline typically includes numerous processing steps when passive techniques are selected to deal with object digitisation. This article presents some insights on critical operations, which, based on our experience, can rule the quality of the final models and the reconstruction times for delivering 3D heritage results, while boosting the sustainability of digital cultural contents. The depth of field (DoF) problem is explored in the acquisition phase when surveying medium and small-sized objects. Techniques for deblurring images and masking object backgrounds are examined relative to the pre-processing stage. Some point cloud denoising and mesh simplification procedures are analysed in data post-processing. Hints on physically-based rendering (PBR) materials are also presented as closing operations of the reconstruction pipeline. This paper explores these processes mainly through experiments, providing a practical guide, tricks, and suggestions when tackling museum digitisation projects.
Abstract. In recent years, a growing interest in the 3D digitisation of museum assets has been pushed by the evident advantages of digital copies in supporting and advancing the knowledge, preservation and promotion of historical artefacts. Realising photo-realistic and precise digital twins of medium and small-sized movable objects implies several operations, still hiring open research problems and hampering the complete automation and derivation of satisfactory results while limiting processing time. The work examines some recurrent issues and potential solutions, summing up several experiences of photogrammetric-based massive digitisation projects. In particular, the article presents some insights into three crucial aspects of the photogrammetric pipeline. The first experiments tackle the Depth of Field (DoF) problem, especially when digitising small artefacts with macro-lenses. On the processing side, two decisive and time-consuming tasks are instead investigated: background masking and point cloud editing, exploring and proposing automatic solutions for speeding up the reconstruction process.
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