M ulti-view blending. 2D blending: Merging in a ânaturalâ way the pictures following their respective masks. First step: Build the laplacian pyramid for each image, ...
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
Fourth step: Add colored textures on the mesh from multi-view images.
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): i i
Input: image I
Output: image I’ which dimensions are half of those of input image I reduced through a gaussian kernel
Expand function (EXP): i i
Input: image I
Output: image I’ which dimensions are twice those of input image I expanded through the same gaussian kernel
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 masks. First step: Build the laplacian pyramid for each image, and Build the gaussian pyramid for each mask.
Seamless image-based 3D textures
3 – Multi-view blending
2D blending
Second step: Create a new laplacian pyramid from the image ones through the gaussian pyramids of their masks.
Seamless image-based 3D textures
3 – Multi-view blending
2D blending
Third step: Get the final blended image by summing the newly created laplacian pyramid.
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 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 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
Each iteration will so enhance the result by minimizing the global energy. Y. Boykov, O. Veksler and R. Zabih. Fast Approximate Energy Minimization via Graph ...
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