First the visual hull corresponding to the image sequence is extracted from the object silhouettes by volume carving. This step combines an octree construction with an adapted marching cubes algorithm. The resulting triangulated model defines the surface of a volume by excess containing the original object. To recover the hidden concavities we then deform in a second step the triangle mesh by sticking its vertices onto the object surface process by using stereo-techniques based on multi-correlation. Finally we use a texture mapping strategy based on surface particles which yields smooth texture transitions within the triangles and along their boundaries. Reconstruction results are shown to demonstrate the attained quality.