78 research outputs found

    Modelling appearance and geometry from images

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    Acquisition of realistic and relightable 3D models of large outdoor structures, such as buildings, requires the modelling of detailed geometry and visual appearance. Recovering these material characteristics can be very time consuming and needs specially dedicated equipment. Alternatively, surface detail can be conveyed by textures recovered from images, whose appearance is only valid under the originally photographed viewing and lighting conditions. Methods to easily capture locally detailed geometry, such as cracks in stone walls, and visual appearance require control of lighting conditions, which are usually restricted to small portions of surfaces captured at close range.This thesis investigates the acquisition of high-quality models from images, using simple photographic equipment and modest user intervention. The main focus of this investigation is on approximating detailed local depth information and visual appearance, obtained using a new image-based approach, and combining this with gross-scale 3D geometry. This is achieved by capturing these surface characteristics in small accessible regions and transferring them to the complete faƧade. This approach yields high-quality models, imparting the illusion of measured reflectance. In this thesis, we first present two novel algorithms for surface detail and visual appearance transfer, where these material properties are captured for small exemplars, using an image-based technique. Second, we develop an interactive solution to solve the problems of performing the transfer over both a large change in scale and to the different materials contained in a complete faƧade. Aiming to completely automate this process, a novel algorithm to differentiate between materials in the faƧade and associate them with the correct exemplars is introduced with promising results. Third, we present a new method for texture reconstruction from multiple images that optimises texture quality, by choosing the best view for every point and minimising seams. Material properties are transferred from the exemplars to the texture map, approximating reflectance and meso-structure. The combination of these techniques results in a complete working system capable of producing realistic relightable models of full building faƧades, containing high-resolution geometry and plausible visual appearance.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    A perceptually validated model for surface depth hallucination

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    Capturing detailed surface geometry currently requires specialized equipment such as laser range scanners, which despite their high accuracy, leave gaps in the surfaces that must be reconciled with photographic capture for relighting applications. Using only a standard digital camera and a single view, we present a method for recovering models of predominantly diffuse textured surfaces that can be plausibly relit and viewed from any angle under any illumination. Our multiscale shape-from-shading technique uses diffuse-lit/flash-lit image pairs to produce an albedo map and textured height field. Using two lighting conditions enables us to subtract one from the other to estimate albedo. In the absence of a flash-lit image of a surface for which we already have a similar exemplar pair, we approximate both albedo and diffuse shading images using histogram matching. Our depth estimation is based on local visibility. Unlike other depth-from-shading approaches, all operations are performed on the diffuse shading image in image space, and we impose no constant albedo restrictions. An experimental validation shows our method works for a broad range of textured surfaces, and viewers are frequently unable to identify our results as synthetic in a randomized presentation. Furthermore, in side-by-side comparisons, subjects found a rendering of our depth map equally plausible to one generated from a laser range scan. We see this method as a significant advance in acquiring surface detail for texturing using a standard digital camera, with applications in architecture, archaeological reconstruction, games and special effects. Ā© 2008 ACM

    Navigation Guided by Artificial Force Fields

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    This paper presents a new technique for controlling a user's navigation in a virtual environment. The approach introduces artificial force fields which act upon the user's virtual body such that he is guided around obstacles, rather than penetrating or colliding with them. The technique is extended to incorporate gravity into the environment. The problem of negotiating stairs during a walk-through has also been investigated with the new approach. Human subjects were tested in experiments in which they experienced three different kinds of navigation: unconstrained, simple constrained and assisted by force fields. The results demonstrate that the force-field technique is an effective approach for effective, comfortable navigation. KEYWORDS: 3D interfaces, virtual environments, collision avoidance, navigation, force fields. INTRODUCTION An important feature of virtual reality is the facility for users to move through a virtual environment in a natural and easily controlled manner. Natur..

    A framework for haptic rendering of large-scale virtual environments

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