seamless image-based texture atlases using multi-band blending cédric allènejean-philippe...
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Seamless image-based texture atlases using multi-band
blendingCédric Allène Jean-Philippe Pons Renaud Keriven
Université Paris-Est – Ecole des Ponts – CERTIS
Seamless image-based 3D textures
Outline
1) Context: 3D reconstruction
2) Image regions choice
3) Multi-view blending
4) Atlas building and results
Seamless image-based 3D textures
- 1 -Context:
3D reconstruction
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3D reconstructionfrom multi-view
First step: Get a set of pictures or the model to reconstruct.
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3D reconstructionfrom multi-view
Second step: Autocalibration from your set of pictures.
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3D reconstructionfrom multi-view
Third step: 3D mesh building.
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3D reconstructionfrom multi-view
Fourth step: Add colored textures on the mesh from multi-view images.
Problems: Which image should
the texture be from? How to minimize color
discontinuities at the frontiers of regions from different images?
This is here our method comes into
play!
Seamless image-based 3D textures
- 2 -Image regions choice
Seamless image-based 3D textures
Surface partition
We note: the input calibrated images, and the projection from 3D space to image
We have to assign each face of the mesh in to one of the input views in which it is visible.
We obtain a labeling vector
What do we want? good visual detail, and color continuity at region boundaries
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Good visual detail:
Color continuity at region boundaries:
where is a dissimilarity term between the neighbour faces and with labels and .
Energy terms
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Energy minimization
Global energy to minimize:
Since is a sum of regular functions, we can use the MRF/min-cut minimization method to solve our problem.
Problem:Even if minimized, color discontinuities remain between regions of different labels…
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- 3 -Multi-view blending
Seamless image-based 3D textures
Multi-frequencies blending
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Method proposed in:P. J. Burt and E. H. Adelson. A multiresolution spline with application to image mosaics. ACM Trans. on Graphics, 2(4), 1983.
Two main functions: Reduce function (RED):
Input: image I Output: image I’ which dimensions are half of those of input
image I reduced through a gaussian kernel
Expand function (EXP): Input: image I Output: image I’ which dimensions are twice those of input
image I expanded through the same gaussian kernel
Seamless image-based 3D textures
Gaussian & laplacian pyramids
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Gaussian pyramid (left), obtained by successive reductions of input image.
Laplacian pyramid (right), obtained by substractions of two gaussian pyramid levels.
As a consequence, the laplacian pyramid is a multi-frequencies decomposition.
Seamless image-based 3D textures
Summing laplacian pyramid
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Important remark:Summing through successive expansions the laplacian pyramid allows to get back the gaussian pyramid and, so, the original image.
Seamless image-based 3D textures
?2D blending
Second step:Create a new laplacian pyramid from the image ones through the gaussian pyramids of their masks.
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2D blending:Merging in a “natural” way the pictures following their respective masks.
First step:Build the laplacian pyramid for each image, andBuild the gaussian pyramid for each mask.
Third step:Get the final blended image by summing the newly created laplacian pyramid.
Seamless image-based 3D textures
Multi-view blending
Straightforward from 2D blending using the projection functions for each image .
So we obtain the final color at point x of the surface:
with
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- 4 -Atlas building and
results
Seamless image-based 3D textures
Results – Aiguille du Midi (France)
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"Naive" approach Optimized patchwork
Optimized patchwork +
blending
Successive approaches
Copyright Bernard Vallet (www.bvallet.com)
Seamless image-based 3D textures
Atlas – Aiguille du Midi (France)
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Results – Ettlingen castle (Germany)
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Optimized patchwork +
blending
Successive approaches
Courtesy Christoph Strecha, EPFL (http://cvlab.epfl.ch/strecha/multiview/)
"Naive" approach Optimized patchwork
Seamless image-based 3D textures
Atlas – Ettlingen castle (Germany)
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Conclusion
Seamless image-based 3D textures: Graph-based combinatorial optimization for texture partition Multi-view blending on the partition
Advantages: Good results
Drawbacks: Computing time dependant of the number of levels in the
pyramids
Future work: GPU acceleration of the blending part
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Thank you for your attention!
Any question?