3D Scanning with Kinect v2

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Key to Good Color – Lighting

Key to Good Color – Lighting

By on Nov 2, 2015 in Uncategorized | 0 comments

If you’ve ever seen a 3D scanning setup, you might have noticed that the person being scanned is surrounded with lights. This isn’t just a prop to make it look cool. Different Light Angles ruin merging colors Because 3D Scanning involves take different 3D Snapshots and merging them together, each shot is taken at a different angle and these different angles are merged together. When there is directional light being shined on an object, that object will have a higher contrast at different areas depending on the angle you are looking at it. To put it in an example- depending the angles, the brightest spot on a bald guy’s head will appear to move around as you walk around them while you look at that spot. How this affects 3D Scanning Here is an example of two 3D snapshots merged. First, the color images looked like this: Once merged together they looked like this: You may notice above the right eyebrow, there is a white splotch. Also the neck has some splotches as well. This is because of 2 things- Different lighting conditions cause the hardware brightness/contrast in the Kinect to adjust, meaning the entire color image is altered to accommodate a different lighting condition. Different angles of light cause the brightness to be different at different spots of the surface. Current Work Arounds Well, the standard practice is to just have better controlled lighting conditions, so no matter what angle you take the image from, there is uniform lighting. This seems to be done with either LED Strips or Defused lighting. We are considering to test this is a photography studio, to see if the lighting provided would be enough to handle this...

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Getting Back To Basics- Filters

Getting Back To Basics- Filters

By on Oct 17, 2015 in Uncategorized | 0 comments

The intention of the Kinect V2 hardware seems more on 3D Motion Capture than 3D Scanning. Because of this, there is a lot of unwanted data the destroys the quality of a good 3D Scan. With that in mind, we are re-evaluating our approach and will be focusing on what we can do to make it work as a 3D Scanner – Filters. Although you can see my neck is missing, a scan from a different angle will provide that data accurately. The goal then, isn’t to make bad data good, but to make it so you can easily capture just the good...

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Scanning into Minecraft

Scanning into Minecraft

By on Sep 30, 2015 in Uncategorized | 0 comments

For those of you who don’t know – Minecraft is a quite famous game that allows you to place and destroy the 3D Blocks the world is made of. Usually, to get something from the real world into Minecraft, you would have to deal with editing the Minecraft map in order to insert something directly into it. Thought it would be an interesting thing to do, so I created a vbscript that converts a full color PLY file into a series of Minecraft commands. This allowed me scan my face, apply some voxelation (3D pixelation) to it, then run a script on the file, open a world in Minecraft and run the import script. How this was done means it can be done on local or remote servers, you don’t need access to the map data- you just need cheats enabled so you can run the fill blocks...

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Beta Angle Alignment – working on Z

Beta Angle Alignment – working on Z

By on Jul 24, 2015 in Uncategorized | 0 comments

What we’ve fixed We found a problem where the angle detection along x/y axis was off by up to 5 degrees; this has been fixed. The fixed involved creating an algorithm to check the detected angle against the desired axis and to make adjustments until the angle is less than 0.01 degree off the target angle. Walk through of current angle alignment process This image was taken with the scanner tilted on all axes. The purpose to is check out how the angle orientation is working. First we select an area on the Orientation Image. Then we click the button “front” to set the selected area as being the ‘front’ of the room. The color has changed because the depth angles are now different due to the updated orientation information. Here we can see, resaving the mesh will have the updated angle information. It’s difficult to tell in the above image, but the x/y axis are lined up, however, the z axis still needs to be rotated. Now we select the right wall. Click on the button ‘right’ will use the selected area to mean the right wall. The program then calculates what the z rotation is and updates the image. Saving the mesh now results in a very well aligned mesh. What we are still working on As you can see in the image above, the z-axis of rotation is still off by a couple degrees, we will most likely use the same algorithm that fixed the problem with aligning the x/y axes. After making changes, there is still no angle correction as you can see in this picture here. We will have to try a different approach to get the z-aligned perfectly. Update I think we’ve got it figured out, there is still a variation but it looks like under 0.1...

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Note: Scan from Life is in no way affiliated with Microsoft. We are an entirely separate company that has created a product that is dependent on a Microsoft owned product.