160 research outputs found

    TMO: Textured Mesh Acquisition of Objects with a Mobile Device by using Differentiable Rendering

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    We present a new pipeline for acquiring a textured mesh in the wild with a single smartphone which offers access to images, depth maps, and valid poses. Our method first introduces an RGBD-aided structure from motion, which can yield filtered depth maps and refines camera poses guided by corresponding depth. Then, we adopt the neural implicit surface reconstruction method, which allows for high-quality mesh and develops a new training process for applying a regularization provided by classical multi-view stereo methods. Moreover, we apply a differentiable rendering to fine-tune incomplete texture maps and generate textures which are perceptually closer to the original scene. Our pipeline can be applied to any common objects in the real world without the need for either in-the-lab environments or accurate mask images. We demonstrate results of captured objects with complex shapes and validate our method numerically against existing 3D reconstruction and texture mapping methods.Comment: Accepted to CVPR23. Project Page: https://jh-choi.github.io/TMO

    Creating 3D models of cultural heritage sites with terrestrial laser scanning and 3D imaging

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    Includes abstract.Includes bibliographical references.The advent of terrestrial laser-scanners made the digital preservation of cultural heritage sites an affordable technique to produce accurate and detailed 3D-computermodel representations for any kind of 3D-objects, such as buildings, infrastructure, and even entire landscapes. However, one of the key issues with this technique is the large amount of recorded points; a problem which was even more intensified by the recent advances in laser-scanning technology, which increased the data acquisition rate from 25 thousand to 1 million points per second. The following research presents a workflow for the processing of large-volume laser-scanning data, with a special focus on the needs of the Zamani initiative. The research project, based at the University of Cape Town, spatially documents African Cultural Heritage sites and Landscapes and produces meshed 3D models, of various, historically important objects, such as fortresses, mosques, churches, castles, palaces, rock art shelters, statues, stelae and even landscapes

    Differentiable Surface Triangulation

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    Triangle meshes remain the most popular data representation for surface geometry. This ubiquitous representation is essentially a hybrid one that decouples continuous vertex locations from the discrete topological triangulation. Unfortunately, the combinatorial nature of the triangulation prevents taking derivatives over the space of possible meshings of any given surface. As a result, to date, mesh processing and optimization techniques have been unable to truly take advantage of modular gradient descent components of modern optimization frameworks. In this work, we present a differentiable surface triangulation that enables optimization for any per-vertex or per-face differentiable objective function over the space of underlying surface triangulations. Our method builds on the result that any 2D triangulation can be achieved by a suitably perturbed weighted Delaunay triangulation. We translate this result into a computational algorithm by proposing a soft relaxation of the classical weighted Delaunay triangulation and optimizing over vertex weights and vertex locations. We extend the algorithm to 3D by decomposing shapes into developable sets and differentiably meshing each set with suitable boundary constraints. We demonstrate the efficacy of our method on various planar and surface meshes on a range of difficult-to-optimize objective functions. Our code can be found online: https://github.com/mrakotosaon/diff-surface-triangulation

    3D Mesh Simplification Techniques for Enhanced Image Based Rendering

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    Three dimensional videos and virtual reality applications are gaining wide range of popularity in recent years. Virtual reality creates the feeling of 'being there' and provides more realistic experience than conventional 2D media. In order to feel the immersive experience, it is important to satisfy two important criteria namely, visual quality of the video and timely rendering. However, it is quite impractical to satisfy these goals, especially on low capability devices such as mobile phones. Careful analysis of the depth map and further processing may help in achieving these goals considerably. Advanced developments in the graphics hardware tremendously reduced the time required to render the images to be displayed. However, along with this development, the demand for more realism tend to increase the complexity of the model of the virtual environment. Complex models require millions of primitives which subsequently means millions of polygons to represent it. Wise selection of rendering technique offer one of the ways to reduce the rendering speed. Mesh-based rendering is one of the techniques which enhances the speed of rendering as compared to its counterpart pixel based rendering. However, due to the demand for richer experience, the number of polygons required, always seem to exceed the number of polygons the graphics hardware can efficiently render. In practice, it is not feasible to store large number of polygons because of storage limitations in mobile phone hardware. Furthermore, number of polygons increase the rendering speed, which would necessitate more powerful devices. Mesh simplification techniques offer solution to deal with complex models. These methods simplify unimportant and redundant part of the model which helps in reducing the rendering cost without negatively effecting the visual quality of the scene. Mesh simplification has been extensively studied, however, it is not applied to all the areas. For example, depth is one of the areas where general available simplification methods are not very well suitable as most of the methods do not consider depth discontinuities very well. Moreover, some of the state of the art methods are not capable of handling high resolution depth maps. In this thesis, an attempt is made to address the problem of combining the depth maps with mesh simplification. Aim of the thesis is to reduce the computational cost of rendering by taking the homogeneous and planar areas of the depth map into account, while still maintaining suitable visual quality of the rendered image. Different depth decimation techniques are implemented and compared with the available state of the art methods. We demonstrate that the depth decimation technique which fits the plane to depth area and considers the depth discontinuities, outperforms the state of the art methods clearly

    Comparing Features of Three-Dimensional Object Models Using Registration Based on Surface Curvature Signatures

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    This dissertation presents a technique for comparing local shape properties for similar three-dimensional objects represented by meshes. Our novel shape representation, the curvature map, describes shape as a function of surface curvature in the region around a point. A multi-pass approach is applied to the curvature map to detect features at different scales. The feature detection step does not require user input or parameter tuning. We use features ordered by strength, the similarity of pairs of features, and pruning based on geometric consistency to efficiently determine key corresponding locations on the objects. For genus zero objects, the corresponding locations are used to generate a consistent spherical parameterization that defines the point-to-point correspondence used for the final shape comparison

    A Constrained Resampling Strategy for Mesh Improvement

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    In many geometry processing applications, it is required to improve an initial mesh in terms of multiple quality objectives. Despite the availability of several mesh generation algorithms with provable guarantees, such generated meshes may only satisfy a subset of the objectives. The conflicting nature of such objectives makes it challenging to establish similar guarantees for each combination, e.g., angle bounds and vertex count. In this paper, we describe a versatile strategy for mesh improvement by interpreting quality objectives as spatial constraints on resampling and develop a toolbox of local operators to improve the mesh while preserving desirable properties. Our strategy judiciously combines smoothing and transformation techniques allowing increased flexibility to practically achieve multiple objectives simultaneously.  We apply our strategy to both planar and surface meshes demonstrating how to simplify Delaunay meshes while preserving element quality, eliminate all obtuse angles in a complex mesh, and maximize the shortest edge length in a Voronoi tessellation far better than the state-of-the-art

    2D and 3D surface image processing algorithms and their applications

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    This doctoral dissertation work aims to develop algorithms for 2D image segmentation application of solar filament disappearance detection, 3D mesh simplification, and 3D image warping in pre-surgery simulation. Filament area detection in solar images is an image segmentation problem. A thresholding and region growing combined method is proposed and applied in this application. Based on the filament area detection results, filament disappearances are reported in real time. The solar images in 1999 are processed with this proposed system and three statistical results of filaments are presented. 3D images can be obtained by passive and active range sensing. An image registration process finds the transformation between each pair of range views. To model an object, a common reference frame in which all views can be transformed must be defined. After the registration, the range views should be integrated into a non-redundant model. Optimization is necessary to obtain a complete 3D model. One single surface representation can better fit to the data. It may be further simplified for rendering, storing and transmitting efficiently, or the representation can be converted to some other formats. This work proposes an efficient algorithm for solving the mesh simplification problem, approximating an arbitrary mesh by a simplified mesh. The algorithm uses Root Mean Square distance error metric to decide the facet curvature. Two vertices of one edge and the surrounding vertices decide the average plane. The simplification results are excellent and the computation speed is fast. The algorithm is compared with six other major simplification algorithms. Image morphing is used for all methods that gradually and continuously deform a source image into a target image, while producing the in-between models. Image warping is a continuous deformation of a: graphical object. A morphing process is usually composed of warping and interpolation. This work develops a direct-manipulation-of-free-form-deformation-based method and application for pre-surgical planning. The developed user interface provides a friendly interactive tool in the plastic surgery. Nose augmentation surgery is presented as an example. Displacement vector and lattices resulting in different resolution are used to obtain various deformation results. During the deformation, the volume change of the model is also considered based on a simplified skin-muscle model
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