Adaptive Mesh Texture for Multi-View Appearance Modeling

Adaptive Mesh Texture for Multi-View Appearance Modeling
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用于多视图外观建模的自适应网格纹理

DOI:
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发表时间:
2019
期刊:
International Conference on 3D Vision
影响因子:
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通讯作者:
Edmond Boyer
Edmond Boyer
中科院分区:
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文献类型:
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作者:
M. Armando;Jean;Edmond Boyer

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本文研究了三维多视图形状建模中外观信息的表示方法。大多数基于图像的3D建模应用都采用纹理映射,这是一种将形状颜色信息映射到图像文件中的2D映射。尽管它们具有无可争议的优点,特别是应用标准图像工具的能力,包括压缩,但图像纹理仍然受到最初属于3D结构的信息的2D映射所造成的限制。对于2D纹理地图集来说尤其如此,这是一种用于3D网格模型的通用2D映射,它在纹理空间中引入了不连续,并困扰着许多3D外观算法。此外,如果不全局改变地图集映射函数,就不能单独调整二维图像纹理的每三角形纹理密度到相应的像素观测密度。为了解决这些问题,我们提出了一种新的基于图像的3D形状建模的外观表示,它将外观信息直接存储在3D网格上,而不是纹理图集上。我们展示这种表示是为了支持输入自适应采样和压缩。我们的实验表明,在多视图重建环境中,它优于传统的图像纹理,具有更好的视觉质量和内存占用,这使得它成为处理大量数据(如动态场景3D模型)的合适工具。
In this paper we report on the representation of appearance information in the context of 3D multi-view shape modeling. Most applications in image based 3D modeling resort to texture maps, a 2D mapping of shape color information into image files. Despite their unquestionable merits, in particular the ability to apply standard image tools, including compression, image textures still suffer from limitations that result from the 2D mapping of information that originally belongs to a 3D structure. This is especially true with 2D texture atlases, a generic 2D mapping for 3D mesh models that introduces discontinuities in the texture space and plagues many 3D appearance algorithms. Moreover, the per-triangle texel density of 2D image textures cannot be individually adjusted to the corresponding pixel observation density without a global change in the atlas mapping function. To address these issues, we propose a new appearance representation for image-based 3D shape modeling, which stores appearance information directly on 3D meshes, rather than a texture atlas. We show this representation to allow for input-adaptive sampling and compression support. Our experiments demonstrate that it outperforms traditional image textures, in multi-view reconstruction contexts, with better visual quality and memory footprint, which makes it a suitable tool when dealing with large amounts of data as with dynamic scene 3D models.