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Jean-Yves Bouget and Pietro Perona, (1999) 3D Photography Using Shadows in Dual-space

Geometry

The article described sweep plane method of 3D scanning. He uses an improved method

of calibrating his camera when calculating for triangulation of the intersection points between the

shadow plane and the physical plane. The setup for this version of the sweep plane method has a

more sophisticated calibration board. Contain some formulas required for scanning with the

sweep plane method. Some weaknesses of this method is that the code is not free. I must create

me own.

Jean-Yves Bouget and Pietro Perona (1998) 3D photography On Your Desk

This article described a more outdated version of the sweep plane method. The

calibration boards in this article were much larger than in his latest paper. Also, more math is

required to calibrate the camera as well as taking into account more variables for different

locations of the stick which creates the shadow plane. More formulas are required for scanning

with the sweep plane method well.

Douglas Lanman and Gabriel Taubin (2009) Build Your Own 3D Scanner: 3D Photography for

Beginners

This article also covers the sweep plane method. A planar light source is constructed in

which a point source and a stick are used to cast planar shadows. The angle of the camera and

light source are perpendicular to each other. This allows the shadow boundaries to be detected.

The intersection of the rays of the camera and planar shadow allows the location of the shadow

edge to be determined.
Anselmo Lastra (2010) 3D Scanning for Biometric Identification and Verification

3D scanning can be used for face verification. Using a shadow plane or a laser plane the

face can be mapped around. However, this idea doesn’t seem to be new. Other methods need to

be used in the simulator. This article showed the uses of 3D scanning. This use is for higher

security.

Koichiro Yamauchi, Hideo Saito, and Yukio Sato (2008) Calibration of a Structured Light

System by Observing Planar Object from Unknown Viewpoints

This article explains structured light. This is a newer method which uses line-line

intersection to figure out the location of each point. Using a specific pattern, the location of all

the points can be calculated in a single run instead of having a moving plane which calculated

the points in just one plane. The locations can be calculated by finding the areas where the

pattern of the structured light do not match the expected locations which indicated that points in

those locations have a different depth than points when looking at the camera.

Woodham R. J (1998) Photometric Method for Determining Surface Orientation from Multiple

Images

The triangulation 3D scanner is also an active scanner that uses a plane to probe the

environment. With respect to time-of-flight 3D scanner the a plane is created on the object and

uses a camera to look for the location of the plane created. Depending on how far away the plane

is created it strikes a surface, the plane appears at different places in the camera view. This

technique is called triangulation because the plane on the object, the camera and the source of the

plane form a triangle. However, the location of the camera relative to the object has to be known.
Zhang Z. (1999) Flexible Camera Calibration by Viewing a Plane from Unknown Orientations

Laser scanning is another version of the sweep plane method. This method is

faster but not as accurate as the structured light method. The angle of a laser emitter corner as

well as the camera angle must be known for scanning. The angle of the camera corner can be

determined by looking at the location of the laser dot in the camera’s field of view. These three

pieces of information fully determine the shape and size of the triangle and gives the location of

the laser dot corner of the triangle. In most cases a laser stripe, instead of a single laser dot, is

swept across the object to speed up the acquisition process. These parameters must be known for

the simulator.

Zhang Z. (2000) A Flexible New Technique for Camera Calibration

A point cloud should be used for collecting the data. Instead of showing strip by strip of

each slice obtained from using the shadow plane. Showing the data as a point cloud will allow

me to reproduce the object by coming all the data of each run altogether. Another problem for

the camera calibration is motion distortion. Hopefully, this will be solved by creating a perfect

world inside the simulator.

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