Author Archives: Christoph Heindl

About Christoph Heindl

I'm a professional software engineer working for PROFACTOR GmbH in Austria/Europe, the initiator of ReconstructMe and one of its main contributors. Reach me on LinkedIn.

ReMe Demo Performed by ASUS

We have received a note from ASUS that ReconstructMe will be demonstrated live at the Computer Graphics Workshop 2012 held by ACM SIGGRAPH in Taipei (2012/07/12 – 2012/07/13).

ASUS will introduce ReMe at their booth. Picture and video footage will be uploaded when available.

Surface Reconstruction

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 --multiscan feature.

Here is the fusioned mesh as generated by the development version of ReMe

Stay tuned!

On Making Things Matter

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.

Launch of Commercial Version

We have just launched our commercial version which can be used for applications where monetary remuneration takes place. Commercial licenses are available at our web shop.

Please consider to support us!

Additionally we’ve updated ReconstructMe to 0.6.0-405. Here’s the changelog

  • Added support for Microsoft Kinect 1.5 runtime.
  • Fixed issue on i5 CPUs when saving or displaying mesh.
  • Removed ‘r’ key from multiscan.
  • Added installer.

Tech Preview – Surface Texturing

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.

Enjoy!

3D Doll

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.

PEZ Army

This is worth sharing! Tony has gathered a lot of experience in generating customized PEZ dispensers. It all started with a single dispenser for his own use and he ended up producing 92 PEZ heads till this day. A chronology in pictures.

More information on his photostream.

Creative Commons License
Images are licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

Press Release – ReconstructMe Automatica 2012

This is a press release in German language.

Vom Kinderzimmer in die Produktion: ReconstructMe modelliert in Echtzeit

MÜNCHEN / STEYR. „Next Level“ – Fabrikshalle: Wenn die Softwareingenieure von PROFACTOR die Kamera „Kinect“ der Microsoft Spielkonsole Xbox 360 in die Hand nehmen, haben sie keinen neuen Punkterekord im Auge. Das „Spiel“ beim österreichischen Forschungsunternehmen heißt ReconstructMe und zielt auf Anwendungen in der Industrie ab: „Augen“ für den Roboter und das blitzschnelle Erstellen von CAD-Modellen oder Arbeitsumgebungen werden damit Realität.

Die Kamera „Kinect“ der Spielkonsole Xbox 360 ist in der Lage, Bewegungen von Spielern vor dem Fernseher zu detektieren. PROFACTOR nutzt das System zur 3D-Objekterkennung.

Dazu wurde von PROFACTOR Software-Ingenieuren ein neuer Algorithmus implementiert. Er ermöglicht den Einsatz der Kamera als Scanner. Dieser beschränkt sich nicht auf die Aufnahme von Bildern, sondern erkennt Objekte – und das in Echtzeit. Möglich ist das durch die Verknüpfung der von der Kamera aufgenommenen Bilder mit dem Bewegungspfad der Kamera.

Das exakte Modell eines beliebigen Gegenstandes oder einer Arbeitsumgebung erfolgt in Sekundenschnelle. Derzeit lotet PROFACTOR aus, wie das System in der industriellen Praxis eingesetzt werden kann.

ReconstructMe – Einsatzmöglichkeiten

  • Assistenzrobotik: Roboter, die mit dem Menschen auf engem Raum kooperieren, benötigen alleine aus Gründen der Sicherheit einen „Sehsinn“, um Bewegungen in Echtzeit planen zu können und Kollisionen zu vermeiden.
  • CAD-Modellierung: Auch die Rekonstruktion von Werkstücken, von denen kein CAD-Modell vorliegt, ist möglich. ReconstructMe kann diese Daten schnell und einfach erheben.
  • Vermessen von Werkstücken vor der Bearbeitung im Produktionsprozess.
  • Griff in die Kiste: ReconstructMe könnte auch den von PROFACTOR entwickelten iRobFeeder beim Detektieren und Handling unsortiert dargebotener Werkstücke unterstützten.
  • Ambient Assisted Living: Beim Projekt zur Entwicklung eines „intelligenten Rollstuhls“ (RHADAR) bietet sich ReconstructMe als Navigationshilfe durch die Wohnung an.

PROFACTOR auf der Automatica in München: Halle B2 Stand 229

Isabelle Body Scan

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

and Mark

ReconstructMe 0.4.0-370 released

As you may have noticed we are currently re-designing our homepage and preparing everything to get ready for the first commercial version.

To bridge the time gap, here’s our brand new version of ReconstructMe featuring

  • Added multiple volume scanning and stitching feature.
  • Added a fast .ply file exporter.
  • Added interactive 3d mesh preview when pausing a scan.
  • Fixed Microsoft Kinect for Windows projector turn-off when closing the application.
  • Fixed selecting a specific sensor by id.
  • Added a new polygonization algorithm to speed up mesh preview and saving.
  • Renamed --realtime to --scan.
  • Updated color theme of ReconstructMe.

Get it from the downloads page and consult the usage manual for help on multiple volume scanning. Note, that you might need to update your configuration files.

Happy Reconstructing!