The widening range of 3D graphics’ accessability and the improvement of 3D printing technology occur an increasing demand for scanning of spatial objects, for the created digital models’ utilization in computer games, either in order to precisely implement measurements.
There are several approaches and methods in existence for digitalization of different formations and shapes: all of them have some advantages, as well as disadvantages. Regarding the complexity of the procedure and the occuring problems, there is not any universal, appropriate solution, the applied method depends on the final objective of the scanning process.
In my thesis, I introduce the different actions and applied devices of 3D scanning. Advisedly, I was ambitioned to develop a software which maximally collaborates with the hardware, and provides the user with the highest obtainable customization opportunities.
I introduce the applied libraries, which were used during the development process, and the architectural and ergonomic solutions of the software, which I created with Qt framework. In my thesis, I put emphasis on the indication of the scanning process’ results, and on the possibility of conversions’ further implementation. I created the software’s skeleton, built in the necessary functions of scanning, and integrated a professional camera into the system. Based on the PCL, I made a scanning pipeline, and finally tested the PCL-provided surface-reconstruction algorithms on the scanned models.
A successful, proper, well-functioning software has been created, which later can be improved by addition of further functions. During the flare, the application and the hardware are able to be individual products, related to their ability of customization and complexity.