3d reconstruction

KinectFusion in the browser

in summer semester 2019 I worked on a state of the art report about geometry reconstruction fraom cameras for a university seminar. When I encountered quite fascinating techniques while getting familiar with the topic, I decided to implement one of them in WebGL / three.js to get some hands on experience. I implemented the truncated signed distance field based fusion method from the “KinectFusion” paper by Newcombe et al. I was able to implement the algorithm purely in vertex and fragment shaders, using an efficient 2d to 3d offscreen texture mapping for the parallelized computation.