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Projective texture atlas construction for 3D photography

机译:用于3D摄影的投影纹理图集构造

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The use of attribute maps for 3D surfaces is an important issue in geometric modeling, visualization and simulation. Attribute maps describe various properties of a surface that are necessary in applications. In the case of visual properties, such as color, they are also called texture maps.rnUsually, the attribute representation exploits a parametrization g: U is contained in R~2→R~3 of a surface in order to establish a two-dimensional domain where attributes are defined. However, it is not possible, in general, to find a global parametrization without introducing distortions into the mapping. For this reason, an atla; structure is often employed. The atla is a set of charts defined by a piece-wise parametrization of a surface, which allows local mappings with small distortion. Texture atlas generation can be naturally posed as an optimization problem where the goal is to minimize both the number of charts and the distortion of each mapping. Additionally, specific applicationsrncan impose other restrictions, such as the type of mapping. An example is 3D photography, where the texture comes from images of the object captured by a camera [4]. Consequently, the underlying parametrization is a projective mapping. In this work, we investigate the problem of building and manipulating texture atlases for 3D photography applications. We adopt a variational approach to construct an atlas structure with the desired properties. For this purpose, we have extended the method of Cohen-Steiner et al. [6] to handle the texture mapping setup by minimizing distortion error when creating local charts. We also introduce a new metric tailored to projective maps that is suited to 3D photography.
机译:在3D曲面中使用属性贴图是几何建模,可视化和仿真中的重要问题。属性图描述了应用程序中必需的曲面的各种属性。在视觉属性(例如颜色)的情况下,它们也称为纹理贴图。通常,属性表示采用参数化g:U包含在表面的R〜2→R〜3中以建立二维定义属性的域。但是,通常不可能在不将失真引入映射的情​​况下找到全局参数化。因此,一个图集;通常采用结构。地图集是一组由曲面的分段参数化定义的图表,它允许以较小的失真进行局部映射。纹理图集的生成自然可以被视为一个优化问题,其目标是最大程度地减少图表数量和每个映射的失真。此外,特定的应用程序可能会施加其他限制,例如映射类型。一个示例是3D摄影,其中纹理来自相机捕获的物体图像[4]。因此,基础参数化是投影映射。在这项工作中,我们研究了为3D摄影应用程序构建和处理纹理图集的问题。我们采用变体方法来构建具有所需属性的地图集结构。为此,我们扩展了Cohen-Steiner等人的方法。 [6]通过在创建局部图表时最大程度地减少失真误差来处理纹理映射设置。我们还介绍了一种适合投影地图的新度量标准,适用于3D摄影。

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