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A Multi-resolution Approach for Color Correction of Textured Meshes

机译:多分辨率纹理网格色彩校正方法

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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场景重建的重要部分,与单独的几何图形相比,它可以实现更逼真的感知,甚至可以补偿不正确的几何图形。在这项工作中,我们提出了一种灵活的公式,用于基于每张脸的颜色增强来校正纹理场景的颜色。在为每个脸部选择最佳关键帧以补偿成对的相邻脸部之间的色差之后,可以将其用作后处理步骤。我们提出了一种马尔可夫随机场(MRF)公式,以找到最佳的关键帧以及最佳的色彩增强。我们使用一个简单的模型来避免在选择视图时发生反射和相机渐晕。我们的色彩校正模型找到了要添加到面部纹理斑块中的分段线性增强。它可以在每个片段内部保持平滑,同时补偿沿视图过渡的颜色差异。此外,我们通过将配方分解为多个二进制MRF来加快优化速度,这些MRF可以估计从粗分辨率到精细分辨率的最佳增强效果。实验结果证明我们的方法优于现有方法。

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