On Batch Scanning People
By Martin Lang, IPO.Plan GmbH
Normally our company focuses on unique planning tools, interactive process visualisations and specialised services for factory and production planning. We are also using commodity depth sensors mounted on robots that help us gather valuable 3D data from the factory floor. Utilising the invaluable ReconstructMeSDK we are able to directly transfer parts of real production environments into our planning software.
Once in a while somebody needs some distraction. So we thought: Hey, let’s scan people for a change!
Building on our know-how with robotics and the ReconstructMeSDK, we planned, constructed, and implemented an upper body people scanner in less than 40 days.
The basic concept is to quickly move a Primesense 1.09 sensor in a predefined pattern around a person’s head while the reconstruction algorithm handles tracking, reconstruction and surface generation. A post-processing step applies some plane cuts and adds a premodelled base to the mesh, yielding a 3D printable bust.
The mechanical structure of IPO.Face is built from standard of-the-shelf items, with special parts being laser-cut from aluminium or 3D printed (ABS). Servo motors rotate a circle shaped guiding and move an attached sledge with the mounted Primesense along that guiding. Motion control and the ReconstructMeSDK are handled by a single software. Thus with the help of accurate positional sensors we are able to recover the reconstruction pose in real time if sensor tracking is lost.
After trials we settled for a 20 sec movement pattern which gave us good results for most face features including chin and complex haircuts. During an in-house exhibition we scanned 70+ persons. They all received their 3D digital models and, as an option bound to a charitable donation, were later provided with a 3D printed bust as well.
Amazing projector project by Mark Florquin uses ReconstructMe for 3D scanning:
We projected the story of ‘Fiere Margriet’ on a small but charming street (Eikstraat), during Leuven in Scène 2012. ‘Fiere Margriet’ (Proud Margriet) is an old legend from Leuven. In short it tells the story of a young lady who gets mugged and killed by a gang of thieves. They dump her into the main river in Leuven, De Dijle. Her body doesn’t sink however, but floats miraculously upstream, surrounded by a magical light.
In their making-of video gives an idea on how ReconstructMe was used to digitalize the womans body in different poses.
Here’s a nice reconstruction of retro chair model done by Rasmus.
And here is the original picture:
A while ago, I’ve posted a scan of myself on SketchFab. The nice thing about it is that it is possible to integrate a 3D viewer in your browser:
This should work with any modern browser.
Mark Florquin has uploaded another beautiful set of 3D scans animated through a turntable move. Here’s the video
Here’s a nice time-lapse video showing postprocessing a raw ReconstructMe scan of a head sculpt.
And this is the final result
We’ve discovered a nice video showing a horse head scanned with ReconstructMe.
While making some serious progress on texturing scanned surfaces, we ran into need of a more decent surface reconstruction and decimation technique. Until now, exported meshes contained hundreds of thousands of triangles, adding unnecessary overhead in regions that could be expressed with just a couple of triangles (e.g planar regions). Additionally, we felt the need of closing small surface holes in order to allow smooth texturing across the surface.
Therefore we re-designed our surface reconstruction pipeline to support more sophisticated reconstruction techniques and a configurable surface decimation pipeline.
Below is an image that shows the original mesh as generated by the current version of ReMe (v. 0.6.0-405). It contains roughly 250.000 faces and one can clearly spot the holes that remained due to the lack of visibility of these areas while scanning.
In contrast, the next image shows a successful reconstruction of the original surface reduced to 50.000 faces with boundary holes closed.
Comparing both meshes using the Hausdorff distance gives an average distance of 0.8 mm. The image below colorizes the distances (blue low, red high).
Surface reconstruction isn’t limited to individual meshes, but can also be used to fusion multiple volumes into one single consistent mesh. The image below shows two individual stitched meshes using ReMe’s
Here is the fusioned mesh as generated by the development version of ReMe
Taken straight from Thingiverse
Mike Moceri and Tom Burtonwood collaborated on a project that premiered May 26th at The Southside Hub of Production for the exhibition “On Making Things Matter”. We 3d scanned (with the Kinect, Reconstructme + Netfabb) visitors at the opening reception and then 3d Printed them with a MakerBot Thing-O-Matic. All the “portraits” we scanned are uploaded to Thingiverse to share with teh internets. We have also scanned portions of the exhibition and the interior of the building and we will be installing 3d prints of these vignettes over the course of the exhibition.
Here’s a video (you can see ReMe in action at the beginning of the video)
Mike attended the Zhou B. Art Center in Chicago participating in an event called Facemask. More on this including a video stream can be found here.
Mark has recently uploaded a manually textured 3d scan of Thomas. Here’s the turntable animation.
More information. including an embedded 3d modell, can be found on Mark’s blog post.
MagWeb dropped us a note about his latest reconstructions of altars using the new multi-volume stitching method. He calls Reme the “by far the fastest [scanning] system for big stuff!”. Here are three reconstructions made by multiple 300cm volumes. Enjoy!
Here are two wire-frame zoom images
Thanks to all that contributed in our feature survey on Google+. We adapted our internal road-map due to it’s results and will head for texture support and an easy to use graphical user interface next.
Even though it’s still early days, we’d like to share what can be accomplished using our texturing engine. We are aiming at a semi-automatic solution where users are attaching textures through a post-processing step. This allows us to use arbitrary cameras for texturing the mesh. Our engine supports multiple textures and combines them smoothly.
The first image below shows the plain surface reconstructed in high resolution mode. Next to it an image taken with an Casio Exilim ZR 100 to be used as texture. On the right the final textured mesh is shown.
The best part about it, it took less than 3 minutes from scanning to texturing for the above scenario. We will probably release this feature alongside with the first version of the UI around late summer.
Darnell Williams notified us about this beautiful multi-volume reconstruction of a woman. The best part of it: it took less than 20 minutes from scan to render. Amazing! Here’s the result
In case you have a reconstruction you want to share with us – let us know by sending a mail to email@example.com.
Mark recently uploaded a scan of Doll made using ReconstructMe and ZBrush for texturing. The result looks amazing
Here’s his info text
3D scanning is usefull for reproduction & preservation. The model was scanned with the Asus Xtion Pro Live 3D Camera en processed live on a laptop with ReMe Software. Pictures were taken with a Nikon D700 for texturing in Zbrush. Using the Spotlight feature in Zbrush the textures were applied on a subdivided mesh and retopologized.
Images by Mark Florquin. More information alongside with screenshots are available in his blog entry.
Mark posted a full body scan of Isabelle yesterday. Here’s the turntable animation video
I asked him for a statement on the required post-processing. Here is his full answer quoted.
[…] I’m impressed with the perfomance of ReconstructMe! Can’t stop scanning.
[…] After a few scans I found myself moving away from stiff “standard poses”, to more inspired ones, like a photographer would do. Its so much fun, scanning in 3D!
[…] Some post-proces info: I’ve applied smoothing here and there in Zbrush in addidition to Standardbrush adding – substracting to enhance the wrinkels in the clothing. Then scan was made with the “human” config settings, The face comes from a different scan.
More on his blog.
Here are two more turntable animations of Isabelle