LookUp3D: Data-Driven 3D Scanning
Giancarlo Pereira, Yidan Gao, Yurii Piadyk, David Fouhey, Claudio T Silva, Daniele Panozzo
TL;DR
LookUp3D tackles the challenge of fast, high-resolution 3D scanning during dynamic interactions by replacing projector-camera triangulation with a data-driven per-pixel depth-to-color lookup table (LUT). The method calibrates a LUT by sweeping a linear stage over depth and embedding projector imperfections into the dictionary, enabling depth retrieval from a single RGB pattern plus a white flash without explicit projector calibration. The approach achieves up to 450 fps at 1 MP and 1,450 fps at 0.4 MP in controlled lighting, demonstrates accurate reconstruction of high-speed deformations, and enables estimation of physical properties such as gravity and restitution from dynamic sequences. Key contributions include a complete LUT-based SL pipeline (calibration and reconstruction), normalization and denoising strategies to manage noise and storage, residual-based confidence measures, and a detailed hardware prototype that decouples performance from projector optics. This work has practical impact for robotics, computer vision, and physical simulation by providing robust, high-speed 3D data with a simple, reproducible setup that can infer physical quantities from motion-rich scenes.
Abstract
High speed, high-resolution, and accurate 3D scanning would open doors to many new applications in graphics, robotics, science, and medicine by enabling the accurate scanning of deformable objects during interactions. Past attempts to use structured light, time-of-flight, and stereo in high-speed settings have usually required tradeoffs in resolution or inaccuracy. In this paper, we introduce a method that enables, for the first time, 3D scanning at 450 frames per second at 1~Megapixel, or 1,450 frames per second at 0.4~Megapixel in an environment with controlled lighting. The key idea is to use a per-pixel lookup table that maps colors to depths, which is built using a linear stage. Imperfections, such as lens-distortion and sensor defects are baked into the calibration. We describe our method and test it on a novel hardware prototype. We compare the system with both ground-truth geometry as well as commercially available dynamic sensors like the Microsoft Kinect and Intel Realsense. Our results show the system acquiring geometry of objects undergoing high-speed deformations and oscillations and demonstrate the ability to recover physical properties from the reconstructions.
