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