Seamless image-based texture atlases using multi-band blending Cédric Allène Jean-Philippe Pons Renaud Keriven Université Paris-Est – Ecole des Ponts – CERTIS Seamless image-based 3D textures Outline 1) Context:
Download ReportTranscript Seamless image-based texture atlases using multi-band blending Cédric Allène Jean-Philippe Pons Renaud Keriven Université Paris-Est – Ecole des Ponts – CERTIS Seamless image-based 3D textures Outline 1) Context:
Seamless image-based texture atlases using multi-band blending Cédric 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 Seamless image-based 3D textures 1 – Context: 3D reconstruction 3D reconstruction from multi-view First step: Get a set of pictures or the model to reconstruct. Seamless image-based 3D textures 1 – Context: 3D reconstruction 3D reconstruction from multi-view Second step: Autocalibration from your set of pictures. Seamless image-based 3D textures 1 – Context: 3D reconstruction 3D reconstruction from multi-view Third step: 3D mesh building. Seamless image-based 3D textures 1 – Context: 3D reconstruction 3D reconstruction from multi-view 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! Fourth step: Add colored textures on the mesh from multi-view images. Seamless image-based 3D textures - 2 Image regions choice Seamless image-based 3D textures Surface partition 2 – Image regions choice 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 Seamless image-based 3D textures Energy terms 2 – Image regions choice Good visual detail: Color continuity at region boundaries: where neighbour faces is a dissimilarity term between the and with labels and . Seamless image-based 3D textures Energy minimization 2 – Image regions choice 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… Seamless image-based 3D textures - 3 Multi-view blending Seamless image-based 3D textures 3 – Multi-view blending Multi-frequencies blending 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 3 – Multi-view blending 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 3 – Multi-view blending Summing laplacian pyramid 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 3 – Multi-view blending 2D blending ? 2D blending: Merging in a “natural” way the pictures following their respective Third step: masks. Get the final blended image by summing the newly created laplacian pyramid. First step: Build the laplacian pyramid for each image, and Build the gaussian pyramid for each mask. Second step: Create a new laplacian pyramid from the image ones through the gaussian pyramids of their masks. Seamless image-based 3D textures Multi-view blending 3 – 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 Seamless image-based 3D textures - 4 Atlas building and results Seamless image-based 3D textures 4 – Atlas building and results Results – Aiguille du Midi (France) "Naive" approach Optimized patchwork Optimized patchwork + blending Successive approaches Copyright Bernard Vallet (www.bvallet.com) Seamless image-based 3D textures 4 – Atlas building and results Atlas – Aiguille du Midi (France) Seamless image-based 3D textures 4 – Atlas building and results Results – Ettlingen castle (Germany) "Naive" approach Optimized patchwork Optimized patchwork + blending Successive approaches Courtesy Christoph Strecha, EPFL (http://cvlab.epfl.ch/strecha/multiview/) Seamless image-based 3D textures 4 – Atlas building and results Atlas – Ettlingen castle (Germany) Seamless image-based 3D textures 4 – Atlas building and results 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 Seamless image-based 3D textures Thank you for your attention! 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