77,151 research outputs found
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We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinuities which commonly results in visible seams in the end results. If any change is done to the vertex positions or the topology a remapping of the UV-map has to be done. Mesh colors aims to avoid these problems by skipping the transformation to 2D space as in UV-mapping, and associating color samples directly with the geometry of a mesh. The implementation was done in Frostbite 3 in C++ and HLSL shader code, and rendered with the DirectX graphics API. The results show that mesh colors is a viable alternative in a real-time renderer. Though not as fast as regular UV-mapped textures due to lack of hardware accelerated filtering operations, mesh colors is a realistic alternative for special cases where regular texture-mapping would be cumbersome to work with or produce sub-par results. Possible areas of future research are efficient data structures suitable to handle data insertion dynamically, compression of mesh colors data, and mesh colors in the context of mesh LOD generation
Plane-Based Optimization of Geometry and Texture for RGB-D Reconstruction of Indoor Scenes
We present a novel approach to reconstruct RGB-D indoor scene with plane
primitives. Our approach takes as input a RGB-D sequence and a dense coarse
mesh reconstructed by some 3D reconstruction method on the sequence, and
generate a lightweight, low-polygonal mesh with clear face textures and sharp
features without losing geometry details from the original scene. To achieve
this, we firstly partition the input mesh with plane primitives, simplify it
into a lightweight mesh next, then optimize plane parameters, camera poses and
texture colors to maximize the photometric consistency across frames, and
finally optimize mesh geometry to maximize consistency between geometry and
planes. Compared to existing planar reconstruction methods which only cover
large planar regions in the scene, our method builds the entire scene by
adaptive planes without losing geometry details and preserves sharp features in
the final mesh. We demonstrate the effectiveness of our approach by applying it
onto several RGB-D scans and comparing it to other state-of-the-art
reconstruction methods.Comment: in International Conference on 3D Vision 2018; Models and Code: see
https://github.com/chaowang15/plane-opt-rgbd. arXiv admin note: text overlap
with arXiv:1905.0885
Scribble-based gradient mesh recoloring
Previous gradient mesh recoloring methods usually have dependencies on an additional reference image and the rasterized gradient mesh. To circumvent such dependencies, we propose a user scribble-based recoloring method, in which users are allowed to annotate gradient meshes with a few color scribbles. Our approach builds an auxiliary mesh from gradient meshes, namely control net, by taking both colors and local color gradients at mesh points into account. We then develop an extended chrominance blending method to propagate the user specified colors over the control net. The recolored gradient mesh is finally reconstructed from the recolored control net. Experiments validate the effectiveness of our approach on multiple gradient meshes. Compared with various alternative solutions, our method has no color bleedings nor sampling artifacts, and can achieve fast performance
Approximation Algorithms for Multicoloring Planar Graphs and Powers of Square and Triangular Meshes
International audienceA multicoloring of a weighted graph G is an assignment of sets of colors to the vertices of G so that two adjacent vertices receive two disjoint sets of colors. A multicoloring problem on G is to find a multicoloring of G. In particular, we are interested in a minimum multicoloring that uses the least total number of colors. The main focus of this work is to obtain upper bounds on the weighted chromatic number of some classes of graphs in terms of the weighted clique number. We first propose an 11/6-approximation algorithm for multicoloring any weighted planar graph. We then study the multicoloring problem on powers of square and triangular meshes. Among other results, we show that the infinite triangular mesh is an induced subgraph of the fourth power of the infinite square mesh and we present 2-approximation algorithms for multicoloring a power square mesh and the second power of a triangular mesh, 3-approximation algorithms for multicoloring powers of semi-toroidal meshes and of triangular meshes and 4-approximation algorithm for multicoloring the power of a toroidal mesh. We also give similar algorithms for the Cartesian product of powers of paths and of cycles
NeRFlame: FLAME-based conditioning of NeRF for 3D face rendering
Traditional 3D face models are based on mesh representations with texture.
One of the most important models is FLAME (Faces Learned with an Articulated
Model and Expressions), which produces meshes of human faces that are fully
controllable. Unfortunately, such models have problems with capturing geometric
and appearance details. In contrast to mesh representation, the neural radiance
field (NeRF) produces extremely sharp renders. But implicit methods are hard to
animate and do not generalize well to unseen expressions. It is not trivial to
effectively control NeRF models to obtain face manipulation. The present paper
proposes a novel approach, named NeRFlame, which combines the strengths of both
NeRF and FLAME methods. Our method enables high-quality rendering capabilities
of NeRF while also offering complete control over the visual appearance,
similar to FLAME. Unlike conventional NeRF-based architectures that utilize
neural networks to model RGB colors and volume density, NeRFlame employs FLAME
mesh as an explicit density volume. As a result, color values are non-zero only
in the proximity of the FLAME mesh. This FLAME backbone is then integrated into
the NeRF architecture to predict RGB colors, allowing NeRFlame to explicitly
model volume density and implicitly model RGB colors
Static/Dynamic Filtering for Mesh Geometry
The joint bilateral filter, which enables feature-preserving signal smoothing
according to the structural information from a guidance, has been applied for
various tasks in geometry processing. Existing methods either rely on a static
guidance that may be inconsistent with the input and lead to unsatisfactory
results, or a dynamic guidance that is automatically updated but sensitive to
noises and outliers. Inspired by recent advances in image filtering, we propose
a new geometry filtering technique called static/dynamic filter, which utilizes
both static and dynamic guidances to achieve state-of-the-art results. The
proposed filter is based on a nonlinear optimization that enforces smoothness
of the signal while preserving variations that correspond to features of
certain scales. We develop an efficient iterative solver for the problem, which
unifies existing filters that are based on static or dynamic guidances. The
filter can be applied to mesh face normals followed by vertex position update,
to achieve scale-aware and feature-preserving filtering of mesh geometry. It
also works well for other types of signals defined on mesh surfaces, such as
texture colors. Extensive experimental results demonstrate the effectiveness of
the proposed filter for various geometry processing applications such as mesh
denoising, geometry feature enhancement, and texture color filtering
The min-max edge q-coloring problem
In this paper we introduce and study a new problem named \emph{min-max edge
-coloring} which is motivated by applications in wireless mesh networks. The
input of the problem consists of an undirected graph and an integer . The
goal is to color the edges of the graph with as many colors as possible such
that: (a) any vertex is incident to at most different colors, and (b) the
maximum size of a color group (i.e. set of edges identically colored) is
minimized. We show the following results: 1. Min-max edge -coloring is
NP-hard, for any . 2. A polynomial time exact algorithm for min-max
edge -coloring on trees. 3. Exact formulas of the optimal solution for
cliques and almost tight bounds for bicliques and hypergraphs. 4. A non-trivial
lower bound of the optimal solution with respect to the average degree of the
graph. 5. An approximation algorithm for planar graphs.Comment: 16 pages, 5 figure
ITEM: Inter-Texture Error Measurement for 3D Meshes
We introduce a simple and innovative method to compare any two texture maps, regardless of their sizes, aspect ratios, or even masks, as long as they are both meant to be mapped onto the same 3D mesh. Our system is based on a zero-distortion 3D mesh unwrapping technique which compares two new adapted texture atlases with the same mask but different texel colors, and whose every texel covers the same area in 3D. Once these adapted atlases are created, we measure their difference with ITEM-RMSE, a slightly modified version of the standard RMSE defined for images. ITEM-RMSE is more meaningful and reliable than RMSE because it only takes into account the texels inside the mask, since they are the only ones that will actually be used during rendering. Our method is not only very useful to compare the space efficiency of different texture atlas generation algorithms, but also to quantify texture loss in compression schemes for multi-resolution textured 3D meshes
SurfelMeshing: Online Surfel-Based Mesh Reconstruction
We address the problem of mesh reconstruction from live RGB-D video, assuming
a calibrated camera and poses provided externally (e.g., by a SLAM system). In
contrast to most existing approaches, we do not fuse depth measurements in a
volume but in a dense surfel cloud. We asynchronously (re)triangulate the
smoothed surfels to reconstruct a surface mesh. This novel approach enables to
maintain a dense surface representation of the scene during SLAM which can
quickly adapt to loop closures. This is possible by deforming the surfel cloud
and asynchronously remeshing the surface where necessary. The surfel-based
representation also naturally supports strongly varying scan resolution. In
particular, it reconstructs colors at the input camera's resolution. Moreover,
in contrast to many volumetric approaches, ours can reconstruct thin objects
since objects do not need to enclose a volume. We demonstrate our approach in a
number of experiments, showing that it produces reconstructions that are
competitive with the state-of-the-art, and we discuss its advantages and
limitations. The algorithm (excluding loop closure functionality) is available
as open source at https://github.com/puzzlepaint/surfelmeshing .Comment: Version accepted to IEEE Transactions on Pattern Analysis and Machine
Intelligenc
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