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Texturing a Photographed Surface

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Texturing a Photographed Surface – PowerPoint PPT presentation

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Title: Texturing a Photographed Surface


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Texturing a Photographed Surface
3
Why is this Hard?
  • Why not use shape-from-shading to extract surface
    and surface texture synthesis to apply texture
  • Integration of recovered surface normals leads to
    an inconsistent surface description, blurring
    details and accumulating error

Q A
?
0
4
Outline
  • OverviewHow to texture a photograph in six
    easy steps
  • Details
  • Normal Recovery Tweaking
  • Segmentation
  • Surface Orientation Deformation
  • Intercluster Orientation Deformation
  • Displacement Mapping
  • Feature Matching
  • Applications
  • Texture Replacement
  • Normal Transfer

5
How to Texture a Photo
  • Outline region of photo

6
How to Texture a Photo
  • Outline region of photo
  • Recover normals

7
How to Texture a Photo
  • Outline region of photo
  • Recover normals
  • Cluster pixels by normal

8
How to Texture a Photo
  • Outline region of photo
  • Recover normals
  • Cluster pixels by normal
  • Distort u,v by normal

9
How to Texture a Photo
  • Outline region of photo
  • Recover normals
  • Cluster pixels by normal
  • Distort u,v by normal

10
How to Texture a Photo
  • Outline region of photo
  • Recover normals
  • Cluster pixels by normal
  • Distort u,v by normal
  • Texture each cluster

11
How to Texture a Photo
  • Outline region of photo
  • Recover normals
  • Cluster pixels by normal
  • Distort u,v by normal
  • Texture each cluster
  • Merge clusters via Graphcut

12
Textureshop Approach
  • Overcomes limitations of shape-from-shading by
    operating on clusters instead of entire image
  • Uses texture boundaries (via graphcut) to obscure
    cluster boundaries, surface inconsistencies
  • Avoids surface representation altogether, using
    texture distortion to imply surface orientation

13
Other Approaches
  • Could scan object and perform surface texture
    synthesis Wei Levoy S01, Turk S01
  • Could create a layered-depth image from photoOh
    et al., S01 and texture that
  • Or use a texture replacementmethod, such as
  • Tsin et al, CVPR01based on stochasticannealing
    , which helps
  • Liu et al., S04 to fit a gridto an extracted
    lightingdeformation field

From Y. Liu, W.-C. Lin J.H. Hays.Near-Regular
Texture Analysis andManipulation. Proc.
SIGGRAPH 2004
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RecoveringNormals
s
S
N
c
G
?I
  • From Horns Height gradient from shading,
    IJCV90
  • Assume Lambertian Ixy A kDNxy?S
  • Dimmest pixel gives ambient Imin A
  • Brightest pixel faces light Imax A kD
  • Intensity relative to contrast gives cosine of
    incidence
  • cxy cos qi Nxy?S (Ixy-Imin)/(Imax-Imin)
  • sxy sin qi (1-cxy2)½
  • Image gradient ?Ixy (?Ixy/?x, ?Ixy/?y, 0)
  • Project ?Ixy perp. to S Gxy ?Ixy (?Ixy?S)
    S
  • Normal N cxy S sxy Gxy/Gxy

15
Normal Tweaking
orig. normals
  • Problems w/recovered normals
  • Lighting multiple sources, interreflection
  • Material non-Lambertian, textured
  • Interactive Fixes
  • Manipulate spline-based BRDF (initialized to
    Lambertian)
  • Smooth, enhance, invert normals
  • Rotate normals if 2nd light source

enhanced
smoothed
inverted
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Segmentation
  • Need small round clusters of similar normals
  • E(P1,P2) k1(1-N1?N2)½ k2C1-C2
    k3(P1P2)
  • For each cluster Pi
  • Pi pixels
  • Mean normal Ni SNxy/SNxy
  • Centroid Ci
  • Constants
  • k1, k2, k3 187,20,1
  • Agglomerate
  • Initialize Pi 1
  • Merge when E(Pi,Pj) lt threshold

17
Deform Clusters byRecovered Normals
  • Need to assign U (u,v) coords to each pixel
    (x,y) in cluster according to normal
  • U(x,y)?(u,v)?? 2-D distortion map
  • Set U(x,y) (0,0) at patch centroid
  • Propagate texcoords through cluster in
    width-first floodfill order

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Intercluster Orientation
  • Paint vector field on image to align directional
    texture features

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DisplacementMapping
  • Apply shape-from-shading to recover normals NT of
    texture source image
  • Recover height field of texture source
  • ?2h(x,y) ??NT(x,y)
  • Synthesize texture color height normal
  • Each texture sample translated
  • along photos recovered normal N(x,y)
  • by the texture height h(u,v)
  • foreshortened by the texture normal NT(u,v)
  • Upsample to avoid holes

22
Feature Matching
  • Define per-pixel offsets (u,v) in cluster overlap
    to align features of neighboring clusters
  • Define an objective function that matches pixel
    colors where they overlap with neighboring
    clusters
  • ? k1SP1(x,y) P2(xu, yv) k2S??(u,v)
  • Minimize ? with conjugate gradients

23
Results
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Surface Replacement
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Normal Transfer
  • Emboss an image (e.g. tree) with normals from
    second image (e.g. Mona Lisa)
  • Combine normals brightness of both images via
    Poisson image editing
  • Retexture using combined normals using targets
    texture (e.g. bark) for synthesis

28
Image of buildingwithout eagle
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Texture SynthesisPerformance
FM Feature Matching Disp Displacement Mapping
24s, 55s w/Disp 140s w/Disp,FM 466x550
90s w/FM449x593
12s w/o FM(shown w/FM) 480x640
18s w/o FM 790x586
63s w/FM 1063x565
Synthesis in 10-30s FM and Disp add 30-90s
31
Conclusion
  • Textureshop offers a new tool that conveniently
    and robustly allows a user to texture an object
    in a photograph.
  • Textureshop is limited to smooth diffuse surfaces
    illuminated by simple lighting conditions, but
    the method has worked well for us on faces and
    T-shirts, as well as sculptures and architectural
    embellishments.
  • Textureshop works well enough to serve as a tool
    for concept visualization in architecture, art,
    fashion, design, visual effects and personal
    digital content creation.

32
Thanks
  • Funded in part by the National Science Foundation
    under ITR 0121288
  • Jesse Hall, Patrick Lacz and Tony Kaap for videos
    proofreading
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