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A Multi-resolution Approach for Color Correction of Textured Meshes

机译:一种多分析纹理网格颜色校正方法

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Mesh texturing is an essential part of 3D scene reconstruction that enables a more realistic perception than the geometry alone and even compensates for inaccurate geometry. In this work we present a flexible formulation for color correction of textured scenes based on color augmentation per face. It can be employed as a post-processing step after selecting the best keyframe per face to compensate for color differences between pairs of neighboring faces. We present a Markov Random Field (MRF) formulation to find the best keyframes as well as the optimal color augmentations. We use a simple model to avoid reflection and camera vignetting during the view selection. Our model for color correction finds the piecewise-linear augmentation to be added to the texture patches of faces. It encourages smoothness inside every fragment while compensating color differences along view transitions. Moreover, we speed up the optimization by breaking down the formulation into multiple binary MRFs that estimate the best augmentations from coarse to fine resolutions. The experimental results prove our method outperforming the state of the art methods.
机译:网格纹理是3D场景重建的重要组成部分,它能够比单独的几何更真实的感知,甚至可以补偿不准确的几何形状。在这项工作中,我们展示了一种灵活的配方,基于每张颜色增强纹理场景的色彩校正。在选择每个面部以补偿相邻面对的颜色差异之后,可以使用作为后处理步骤。我们介绍了马尔可夫随机字段(MRF)配方,以找到最佳关键帧以及最佳颜色增强。我们使用简单的模型来避免在查看选择期间反射和相机渐晕。我们的颜色校正模型发现要添加到面部纹理斑块的分段线性增强。它鼓励每个片段内的平滑度,同时补偿沿着视图转换的颜色差异。此外,我们通过将配方分解为多个二进制MRFS来加速优化,这些二进制MRF估计从粗略分辨率的最佳增强。实验结果证明了我们的方法优于现有技术的状态。

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