Acquiring, Stitching and Blending Diffuse Appearance Attributes on 3D Models C. Rocchini, P. Cignoni, C. Montani, R. Scopigno Istituto Scienza e Tecnologia.

Slides:



Advertisements
Similar presentations
Graphics Pipeline.
Advertisements

Texture Mapping. Texturing  process that modifies the appearance of each point on a surface using an image or function  any aspect of appearance can.
Week 7 - Monday.  What did we talk about last time?  Specular shading  Aliasing and antialiasing.
ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
A new approach for modeling and rendering existing architectural scenes from a sparse set of still photographs Combines both geometry-based and image.
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
Chapter 4 Digital Multimedia, 2nd edition Vector Graphics.
(conventional Cartesian reference system)
Texture Mapping from Watt, Ch. 8 Jonathan Han. Topics Discussed Texture Map to Models Bump Maps, Light Maps Environment (Reflection) Mapping 3D Textures.
Global Illumination May 7, Global Effects translucent surface shadow multiple reflection.
Mesh Parameterization: Theory and Practice Non-Planar Domains.
Part I: Basics of Computer Graphics Rendering Polygonal Objects (Read Chapter 1 of Advanced Animation and Rendering Techniques) Chapter
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Beyond Meshes Spring 2012.
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
Guilford County Sci Vis V204.01
Projective Texture Atlas for 3D Photography Jonas Sossai Júnior Luiz Velho IMPA.
1 Computer Graphics Week13 –Shading Models. Shading Models Flat Shading Model: In this technique, each surface is assumed to have one normal vector (usually.
3D Computer Graphics: Textures. Textures: texels Texture is a way of assigning a diffuse color to a pixel – can be with 1, 2 or 3D- can use maps, interpolation.
Texture Mapping. 2 The Limits of Geometric Modeling Although graphics cards can render over 10 million polygons per second, that number is insufficient.
1 Texture. 2 Overview Introduction Painted textures Bump mapping Environment mapping Three-dimensional textures Functional textures Antialiasing textures.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 10: Computer Graphics Computer Science: An Overview Tenth Edition.
COMPUTER GRAPHICS CS 482 – FALL 2014 AUGUST 27, 2014 FIXED-FUNCTION 3D GRAPHICS MESH SPECIFICATION LIGHTING SPECIFICATION REFLECTION SHADING HIERARCHICAL.
CS 638, Fall 2001 Admin Grad student TAs may have had their accounts disabled –Please check and the lab if there is a problem If you plan on graduating.
Automatic Registration of Color Images to 3D Geometry Computer Graphics International 2009 Yunzhen Li and Kok-Lim Low School of Computing National University.
COLLEGE OF ENGINEERING UNIVERSITY OF PORTO COMPUTER GRAPHICS AND INTERFACES / GRAPHICS SYSTEMS JGB / AAS 1 Shading (Shading) & Smooth Shading Graphics.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
Exploitation of 3D Video Technologies Takashi Matsuyama Graduate School of Informatics, Kyoto University 12 th International Conference on Informatics.
Shading & Texture. Shading Flat Shading The process of assigning colors to pixels. Smooth Shading Gouraud ShadingPhong Shading Shading.
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
Reconstructing 3D mesh from video image sequences supervisor : Mgr. Martin Samuelčik by Martin Bujňák specifications Master thesis
High-Resolution Interactive Panoramas with MPEG-4 발표자 : 김영백 임베디드시스템연구실.
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
CS 638, Fall 2001 Today Project Stage 0.5 Environment mapping Light Mapping.
CS-378: Game Technology Lecture #4: Texture and Other Maps Prof. Okan Arikan University of Texas, Austin V Lecture #4: Texture and Other Maps.
1 Texture Mapping. 2 Texture Aliasing MIPmaps Environment Mapping Bump Mapping Displacement Mapping Shadow Maps Solid Textures Antialiasing.
Advanced Computer Graphics Advanced Shaders CO2409 Computer Graphics Week 16.
Computing & Information Sciences Kansas State University Lecture 10 of 42CIS 636/736: (Introduction to) Computer Graphics CIS 636/736 Computer Graphics.
CSE554Fairing and simplificationSlide 1 CSE 554 Lecture 6: Fairing and Simplification Fall 2012.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
CS418 Computer Graphics John C. Hart
Vector Graphics Digital Multimedia Chap 이병희
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
RENDERING Introduction to Shading models – Flat and Smooth shading – Adding texture to faces – Adding shadows of objects – Building a camera in a program.
The Lit Sphere: A Model for Capturing NPR Shading from Art Peter-Pike Sloan, William Martin, Amy Gooch & Bruce Gooch.
Yizhou Yu Texture-Mapping Real Scenes from Photographs Yizhou Yu Computer Science Division University of California at Berkeley Yizhou Yu Computer Science.
11/24/ :45 Graphics II Shadow Maps Reflections Session 5.
1Ellen L. Walker 3D Vision Why? The world is 3D Not all useful information is readily available in 2D Why so hard? “Inverse problem”: one image = many.
What are shaders? In the field of computer graphics, a shader is a computer program that runs on the graphics processing unit(GPU) and is used to do shading.
Introduction to Meshes Lecture 22 Mon, Oct 20, 2003.
Image-Based Rendering Geometry and light interaction may be difficult and expensive to model –Think of how hard radiosity is –Imagine the complexity of.
Computer Graphics One of the central components of three-dimensional graphics has been a basic system that renders objects represented by a set of polygons.
Applications and Rendering pipeline
1 Real-Time High-Quality View-dependent Texture Mapping using Per-Pixel Visibility Damien Porquet Jean-Michel Dischler Djamchid Ghazanfarpour MSI Laboratory,
Chapter 10: Computer Graphics
ATEC Procedural Animation
ATCM 3310 Procedural Animation
Chapter 10: Computer Graphics
Merle Norman Cosmetics, Los Angeles
Chapter 14 Shading Models.
(c) 2002 University of Wisconsin
Mesh Parameterization: Theory and Practice
Procedural Animation Lecture 6: Mapping
ATCM 6317 Procedural Animation
CS5500 Computer Graphics May 29, 2006
CS-378: Game Technology Lecture #4: Texture and Other Maps
Chapter 14 Shading Models.
Advanced Computer Graphics: Texture
Adding Surface Detail 고려대학교 컴퓨터 그래픽스 연구실.
Adding Surface Detail 고려대학교 컴퓨터 그래픽스 연구실.
Presentation transcript:

Acquiring, Stitching and Blending Diffuse Appearance Attributes on 3D Models C. Rocchini, P. Cignoni, C. Montani, R. Scopigno Istituto Scienza e Tecnologia dell’Informazione notes by Sharon Price

Not an Ideal World... very accurate 3D models with high resolution cannot be automatically built from real objects high resolution solutions that exist are currently difficult and slow surface attributes are particularly difficult to obtain not supported by many devices not supported by many devices insufficient accuracy/resolution insufficient accuracy/resolution insufficient software insufficient software perhaps a better solution can be found through improved handling of surface attributes?

Hybrid Image-based Modeling approach focused on surface attributes combine existing techniques to texture a standard triangle-based mesh combine existing techniques to texture a standard triangle-based mesh (optionally) separate acquisition of shape and surface attributes (optionally) separate acquisition of shape and surface attributesgoals/constraints guarantee good accuracy and resolution through surface attributes acquisition guarantee good accuracy and resolution through surface attributes acquisition require only cheap, standard equipment require only cheap, standard equipment limited, if any, user interaction during processing limited, if any, user interaction during processing limit data post-processing complexity limit data post-processing complexity

Pipeline 1)acquisition of surface attributes 2)un-shading of images 3)image registration 4)texture patching and stitching 1) vertex-to-image binding 2) patch growing 3) patch boundary blending 4) texture patches packing

Acquisition of Surface Attributes define viewpoints capture multiple images from each viewpoint differ lighting between images

Un-shading of Images want illumination-invariant colors, not light direction dependent colors remove main shading effects direct shading direct shading cast shadows cast shadows specular highlights specular highlights but not inter-object reflections but not inter-object reflections

Un-shading of Images discard shadow and saturation pixels assign a weight to each pixel

Un-shading of Images if three lights left, solve linear system if more than three, solve over-constrained linear system through least squares if less than three, interpolate color and normal vectors of adjacent pixels

Un-shading of Images before un-shadingafter un-shading

Un-shading of Images for each view one un-shaded image one un-shaded image one bump map one bump map noise in images can lead to aliasing prevent by applying a smoothing filter to images prevent by applying a smoothing filter to images

Image Registration register un-shaded images with 3D model user must manually select at least six pixels select each pixel in both model and image select each pixel in both model and image could replace with automatic registration if desired could replace with automatic registration if desired local registration performed later in pipeline

Texture Patching & Stitching build optimal patchwork of (partial) images to map onto 3D model entire object surface should be covered entire object surface should be covered adjacent images should join smoothly adjacent images should join smoothly

Vertex-to-Image Binding determine valid image set and target image for each vertex v in 3D model mesh valid image set consists of all images in which v is visible and a non-silhouette vertex target image is image in valid image set that has the smallest angle between the surface normal and view direction

Vertex-to-Image Binding A – silhouette vertices B – non-silhouette vertices

Patch Growing classify each triangular face of the mesh as internal or frontier internal face if all three vertices have same target image internal face if all three vertices have same target image frontier face if vertices have two or three different target images frontier face if vertices have two or three different target images reduce number of frontier faces through greedy iterative algorithm

Patch Boundary Blending restrict texture blending to frontier faces create frontier texture patch by assigning weights to sections of target images each point p in area is assigned a color based on

Patch Boundary Blending prevent discontinuity through accurate detection of sections in target image insufficiently accurate image registration can cause aliasing imperfect selection of pixels imperfect selection of pixels simplified camera model simplified camera model finite numeric precision of computers finite numeric precision of computers reduce aliasing through local registration

Patch Boundary Blending texels local registration removes small misalignments mesh-centered solution each vertex v of the frontier face f processed fix v coordinates to it’s location in target image fix v coordinates to it’s location in target image compute optimal translation of other texture coordinates of v on other two images in f compute optimal translation of other texture coordinates of v on other two images in f creates total of six new coordinates for vertices of f creates total of six new coordinates for vertices of f

Texture Patches Packing extract minimal sections of each image that are mapped onto model combine sections in one texture using cutting-stock algorithm adjacent texels no longer necessarily correspond to adjacent surfaces, requiring different texture reconstruction duplicate/triplicate corresponding face in mesh duplicate/triplicate corresponding face in mesh assign different textures to each face assign different textures to each face blend textures at rendering time blend textures at rendering time divide texture data into multiple packed images to reduce texture size necessary when using very high resolution digital cameras necessary when using very high resolution digital cameras

Texture Patches Packing

perspective texture distortion most orthogonal images chosen for each face, limiting problem most orthogonal images chosen for each face, limiting problem distortion further reduced by use of triangular mesh distortion further reduced by use of triangular mesh could remove using hardware/API that allows use of perspective texture coordinates (u,v,w) could remove using hardware/API that allows use of perspective texture coordinates (u,v,w)

Results ~25cm tall statuette complex shape complex shape 14 views required 14 views required running time of ~62sec running time of ~62sec

Results ~40cm tall ceramic vase complex painted surface complex painted surface 8 views required 8 views required running time of ~89sec running time of ~89sec

Results results considered to be good some aliasing present accuracy depends on 3D model 3D model initial image registration initial image registration local registration local registration texture mapping texture mapping

Conclusions advantages low user interaction low user interaction high quality results high quality results frontier area could be altered to create a smoother result optimal width depends on mesh optimal width depends on mesh