9,734 research outputs found

    Constrained random sampling and gap filling technique for near-regular texture synthesis

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    Projecte realitzat mitjançant programa de mobilitat. TECHNISCHE UNIVERSITÄT BERLIN. FAKULTÄT ELEKTROTECHNIK UND INFORMATIK. INSTITUT FÜR TECHNISCHE INFORMATIK UND MIKROELEKTRONIK COMPUTER VISION AND REMOTE SENSINGThis thesis addresses the synthesis of near-regular textures, i.e. textures that consist of a regular global structure plus subtle yet very characteristic stochastic irregularities, from a small exemplar image. Such textures are difficult to synthesize due to the complementary characteristics of these structures. The main purpose of this thesis is to present a novel method which we call Random Sampling and Gap Filling (RSGF) to synthesize near-regular textures. The synthesis approach is guided by a lattice of the global structure estimated from a generalized normalized autocorrelation of the sample image. This lattice constrains a random sampling process to maintain the global regular structure yet ensuring the characteristic randomness of the irregular structures. An alternative method to find the piece of texture within the input sample whose simple tiling presents less visible seams is also presented for illustration of quality enhancement purposes. Results presented in this work show that our method does not only produce convincing results for regular or near-regular textures but also for irregular textures

    Example based texture synthesis and quantification of texture quality

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    Textures have been used effectively to create realistic environments for virtual worlds by reproducing the surface appearances. One of the widely-used methods for creating textures is the example based texture synthesis method. In this method of generating a texture of arbitrary size, an input image from the real world is provided. This input image is used for the basis of generating large textures. Various methods based on the underlying pattern of the image have been used to create these textures; however, the problem of finding an algorithm which provides a good output is still an open research issue. Moreover, the process of determining the best of the outputs produced by the existing methods is a subjective one and requires human intervention. No quantification measure exists to do a relative comparison between the outputs. This dissertation addresses both problems using a novel approach. The dissertation also proposes an improved algorithm for image inpainting which yields better results than existing methods. Firstly, this dissertation presents a methodology which uses a HSI (hue, saturation, intensity) color model in conjunction with the hybrid approach to improve the quality of the synthesized texture. Unlike the RGB (red, green, blue) color model, the HSI color model is more intuitive and closer to human perception. The hue, saturation and intensity are better indicators than the three color channels used in the RGB model. They represent the exact way, in which the eye sees color in the real world. Secondly, this dissertation addresses the issue of quantifying the quality of the output textures generated using the various texture synthesis methods. Quantifying the quality of the output generated is an important issue and a novel method using statistical measures and a color autocorrelogram has been proposed. It is a two step method; in the first step a measure of the energy, entropy and similar statistical measures helps determine the consistency of the output texture. In the second step an autocorelogram is used to analyze color images as well and quantify them effectively. Finally, this disseratation prsesents a method for improving image inpainting. In the case of inpainting, small sections of the image missing due to noise or other similar reasons can be reproduced using example based texture synthesis. The region of the image immediately surrounding the missing section is treated as sample input. Inpainting can also be used to alter images by removing large sections of the image and filling the removed section with the image data from the rest of the image. For this, a maximum edge detector method is proposed to determine the correct order of section filling and produces significantly better results

    Gap Processing for Adaptive Maximal Poisson-Disk Sampling

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    In this paper, we study the generation of maximal Poisson-disk sets with varying radii. First, we present a geometric analysis of gaps in such disk sets. This analysis is the basis for maximal and adaptive sampling in Euclidean space and on manifolds. Second, we propose efficient algorithms and data structures to detect gaps and update gaps when disks are inserted, deleted, moved, or have their radius changed. We build on the concepts of the regular triangulation and the power diagram. Third, we will show how our analysis can make a contribution to the state-of-the-art in surface remeshing.Comment: 16 pages. ACM Transactions on Graphics, 201

    Livrable D2.2 of the PERSEE project : Analyse/Synthese de Texture

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    Livrable D2.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D2.2 du projet. Son titre : Analyse/Synthese de Textur

    Methods for 3D Geometry Processing in the Cultural Heritage Domain

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    This thesis presents methods for 3D geometry processing under the aspects of cultural heritage applications. After a short overview over the relevant basics in 3D geometry processing, the present thesis investigates the digital acquisition of 3D models. A particular challenge in this context are on the one hand difficult surface or material properties of the model to be captured. On the other hand, the fully automatic reconstruction of models even with suitable surface properties that can be captured with Laser range scanners is not yet completely solved. This thesis presents two approaches to tackle these challenges. One exploits a thorough capture of the object’s appearance and a coarse reconstruction for a concise and realistic object representation even for objects with problematic surface properties like reflectivity and transparency. The other method concentrates on digitisation via Laser-range scanners and exploits 2D colour images that are typically recorded with the range images for a fully automatic registration technique. After reconstruction, the captured models are often still incomplete, exhibit holes and/or regions of insufficient sampling. In addition to that, holes are often deliberately introduced into a registered model to remove some undesired or defective surface part. In order to produce a visually appealing model, for instance for visualisation purposes, for prototype or replica production, these holes have to be detected and filled. Although completion is a well-established research field in 2D image processing and many approaches do exist for image completion, surface completion in 3D is a fairly new field of research. This thesis presents a hierarchical completion approach that employs and extends successful exemplar-based 2D image processing approaches to 3D and fills in detail-equipped surface patches into missing surface regions. In order to identify and construct suitable surface patches, selfsimilarity and coherence properties of the surface context of the hole are exploited. In addition to the reconstruction and repair, the present thesis also investigates methods for a modification of captured models via interactive modelling. In this context, modelling is regarded as a creative process, for instance for animation purposes. On the other hand, it is also demonstrated how this creative process can be used to introduce human expertise into the otherwise automatic completion process. This way, reconstructions are feasible even of objects where already the data source, the object itself, is incomplete due to corrosion, demolition, or decay.Methoden zur 3D-Geometrieverarbeitung im Kulturerbesektor In dieser Arbeit werden Methoden zur Bearbeitung von digitaler 3D-Geometrie unter besonderer Berücksichtigung des Anwendungsbereichs im Kulturerbesektor vorgestellt. Nach einem kurzen Überblick über die relevanten Grundlagen der dreidimensionalen Geometriebehandlung wird zunächst die digitale Akquise von dreidimensionalen Objekten untersucht. Eine besondere Herausforderung stellen bei der Erfassung einerseits ungünstige Oberflächen- oder Materialeigenschaften der Objekte dar (wie z.B. Reflexivität oder Transparenz), andererseits ist auch die vollautomatische Rekonstruktion von solchen Modellen, die sich verhältnismäßig problemlos mit Laser-Range Scannern erfassen lassen, immer noch nicht vollständig gelöst. Daher bilden zwei neuartige Verfahren, die diesen Herausforderungen begegnen, den Anfang. Auch nach der Registrierung sind die erfassten Datensätze in vielen Fällen unvollständig, weisen Löcher oder nicht ausreichend abgetastete Regionen auf. Darüber hinaus werden in vielen Anwendungen auch, z.B. durch Entfernen unerwünschter Oberflächenregionen, Löcher gewollt hinzugefügt. Für eine optisch ansprechende Rekonstruktion, vor allem zu Visualisierungszwecken, im Bildungs- oder Unterhaltungssektor oder zur Prototyp- und Replik-Erzeugung müssen diese Löcher zunächst automatisch detektiert und anschließend geschlossen werden. Obwohl dies im zweidimensionalen Fall der Bildbearbeitung bereits ein gut untersuchtes Forschungsfeld darstellt und vielfältige Ansätze zur automatischen Bildvervollständigung existieren, ist die Lage im dreidimensionalen Fall anders, und die Übertragung von zweidimensionalen Ansätzen in den 3D stellt vielfach eine große Herausforderung dar, die bislang keine zufriedenstellenden Lösungen erlaubt hat. Nichtsdestoweniger wird in dieser Arbeit ein hierarchisches Verfahren vorgestellt, das beispielbasierte Konzepte aus dem 2D aufgreift und Löcher in Oberflächen im 3D unter Ausnutzung von Selbstähnlichkeiten und Kohärenzeigenschaften des Oberflächenkontextes schließt. Um plausible Oberflächen zu erzeugen werden die Löcher dabei nicht nur glatt gefüllt, sondern auch feinere Details aus dem Kontext rekonstruiert. Abschließend untersucht die vorliegende Arbeit noch die Modifikation der vervollständigten Objekte durch Freiformmodellierung. Dies wird dabei zum einen als kreativer Prozess z.B. zu Animationszwecken betrachtet. Zum anderen wird aber auch untersucht, wie dieser kreative Prozess benutzt werden kann, um etwaig vorhandenes Expertenwissen in die ansonsten automatische Vervollständigung mit einfließen zu lassen. Auf diese Weise werden auch Rekonstruktionen ermöglicht von Objekten, bei denen schon die Datenquelle, also das Objekt selbst z.B. durch Korrosion oder mutwillige Zerstörung unvollständig ist

    A comparison of hole-filling methods in 3D

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    This paper presents a review of the most relevant current techniques that deal with hole-filling in 3D models. Contrary to earlier reports, which approach mesh repairing in a sparse and global manner, the objective of this review is twofold. First, a specific and comprehensive review of hole-filling techniques (as a relevant part in the field of mesh repairing) is carried out. We present a brief summary of each technique with attention paid to its algorithmic essence, main contributions and limitations. Second, a solid comparison between 34 methods is established. To do this, we define 19 possible meaningful features and properties that can be found in a generic hole-filling process. Then, we use these features to assess the virtues and deficiencies of the method and to build comparative tables. The purpose of this review is to make a comparative hole-filling state-of-the-art available to researchers, showing pros and cons in a common framework.• Ministerio de Economía y Competitividad: Proyecto DPI2013-43344-R (I+D+i) • Gobierno de Castilla-La Mancha: Proyecto PEII-2014-017-PpeerReviewe

    INTERMEDIATE VIEW RECONSTRUCTION FOR MULTISCOPIC 3D DISPLAY

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    This thesis focuses on Intermediate View Reconstruction (IVR) which generates additional images from the available stereo images. The main application of IVR is to generate the content of multiscopic 3D displays, and it can be applied to generate different viewpoints to Free-viewpoint TV (FTV). Although IVR is considered a good approach to generate additional images, there are some problems with the reconstruction process, such as detecting and handling the occlusion areas, preserving the discontinuity at edges, and reducing image artifices through formation of the texture of the intermediate image. The occlusion area is defined as the visibility of such an area in one image and its disappearance in the other one. Solving IVR problems is considered a significant challenge for researchers. In this thesis, several novel algorithms have been specifically designed to solve IVR challenges by employing them in a highly robust intermediate view reconstruction algorithm. Computer simulation and experimental results confirm the importance of occluded areas in IVR. Therefore, we propose a novel occlusion detection algorithm and another novel algorithm to Inpaint those areas. Then, these proposed algorithms are employed in a novel occlusion-aware intermediate view reconstruction that finds an intermediate image with a given disparity between two input images. This novelty is addressed by adding occlusion awareness to the reconstruction algorithm and proposing three quality improvement techniques to reduce image artifices: filling the re-sampling holes, removing ghost contours, and handling the disocclusion area. We compared the proposed algorithms to the previously well-known algorithms on each field qualitatively and quantitatively. The obtained results show that our algorithms are superior to the previous well-known algorithms. The performance of the proposed reconstruction algorithm is tested under 13 real images and 13 synthetic images. Moreover, analysis of a human-trial experiment conducted with 21 participants confirmed that the reconstructed images from our proposed algorithm have very high quality compared with the reconstructed images from the other existing algorithms

    High quality texture synthesis

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    Texture synthesis is a core process in Computer Graphics and design. It is used extensively in a wide range of applications, including computer games, virtual environments, manufacturing, and rendering. This thesis investigates a novel approach to texture synthesis in order to significantly improve speed, memory requirements, and quality. An analysis of texture properties is created, to enable the gathering a representative dataset, and a qualitative evaluation of texture synthesis algorithms. A new algorithm to make non-repeating texture synthesis on-the-fly possible is developed, tested, and evaluated. This parallel patch-based method allows repeatable sampling without cache, without creating visually noticeable repetitions, as confirmed by a perceptive objective study on quality. In order to quantify the quality of existing algorithms and to facilitate further development in the field, desired texture properties are classified and analysed, and a minimal set of textures is created according to these properties to allow subjective evaluation of texture synthesis algorithms. This dataset is then used in a user study which evaluates the quality of texture synthesis algorithms. For the first time in the field of texture synthesis, statistically significant findings quantify the quality of selected repeatable algorithms, and make it possible to evaluate new improved methods. Finally, in an effort to make these findings applicable in the British tile manufacturing industry, the developed texture synthesis technology is made available to Johnson Tiles
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