Segmentation & Constraints

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Segmentation & Constraints

Siggraph Course

Mesh Parameterization –

Theory and Practice

Segmentation & Constraints


Segmentation

• Necessary for closed and high genus meshes

• Reduce parametric distortion

Chartification

Texture Atlas


Segmentation – Goals

Large Charts

Low Distortion


Segmentation – Single Chart

Gu et al. 2002 Sheffer & Hart 2002

• High genus surface → topological disk

• Improve the cuts


Segmentation – Multiple Charts

MCGIM

LSCM

Iso-charts

D-charts


Iso-charts

• Fast and effective atlas generator

– large charts with bounded parametric distortion

• UVAtlas in DirectX 9

– D3DXUVAtlasCreate, D3DXUVAtlasPartition,

D3DXUVAtlasPack

• Light map compression, Halo


Iso-charts – Demo


Iso-charts – Overview

• Surface spectral analysis

• Stretch optimization

• Surface spectral clustering

• Optimize chart boundary

• Recursively split charts

– until stretch criterion is met

• Atlas packing


Iso-charts – Spectral Analysis

x N

y N

x 2

y 2

d 1 N

d 2 N

d12

x 1



min



N

N


i1 j1

(||

y

i


d

Geodesic Distance Distortion (GDD)

y

j

||

y 1

ij

2

)


Iso-charts – Spectral Analysis

d 1 N

x 1

d 2 N

d12

x N

x 2

D

N


d


d




d

2

11

2

21


2

N1

d

d

d

2

12

2

22

2

N 2



d

d

d

2

1N

2

2N

2

NN







• Step 1: Construct the matrix of squared distance

– Surazhsky et al. 2005


Iso-charts – Spectral Analysis

x N

1

d 1 N

d 2 N

d12

x 2

B

N


where J

N

2


J

I


N

D

1

N

N

J

T

11

N

x 1

• Step 2: Perform centering and normalization


Iso-charts – Spectral Analysis

x N

d 1 N

d 2 N

d12

x 2


T

1 v1

| | |

T



2 v2


y1

y 2 y N




| | |

T


n vn








x 1

• Step 3: Perform eigen-analysis to get the embedding

coordinates


Iso-charts – Spectral Analysis

Zigelman et al. 2002

• Produces triangle flips

• Only handles single-chart models


Iso-charts – Stretch Optimization

Sander et al. 2001

nonlinear optimization

2D texture domain

singular values: γ , Γ

surface in 3D


Iso-charts – Stretch Optimization

[Sander01], L 2 = 1.04, 222s

[Sander02], L 2 = 1.03, 39s

Spectral, L 2 = 1.04, 2s

Spectral+Optimization, L 2 = 1.03, 6s


Iso-charts – Spectral Clustering

Analysis

Clustering


Iso-charts – Boundary Optimization

S

T

• Create nonjaggy cut, through “crease” edges

• Minimize embedding distortion


Iso-charts – Atlas Packing

• A Tetris algorithm [Lévy02]

V

U


Iso-charts – Acceleration

• Landmark algorithm [Silva et al. 2003]

– reduce the size of the eigenanalysis

• Only compute the top 10 eigenvalues

– over 95% of the squared energy


Constraints

• Enforce specific point-to-point correspondences

3D mesh 2D image constrained

texture mapping


Constrained Texture Mapping

• Soft constraints [Lévy 2001]

– approximate constraints

– generate foldovers for large constraint sets

• Hard constraints

– Lagrange multipliers [Desbrun et al. 2002]

– Matchmaker [Kraevoy et al. 2003]

– TextureMontage [Zhou et al. 2005]


Matchmaker – Key Idea

• Reduce constrained

parameterization problem to

unconstrained one by

– Split mesh into patches s.t. constrained

vertices V F are on patch boundaries

4

1 2

5

3

– Split 2D domain into matching convex

pieces s.t. matching positions P F are

on their boundaries

1

5

2

– Map each patch to corresponding

convex using barycentric embedding

4

3


Matchmaker – Algorithm

1. Input: 3D mesh + (V F , P F )

2. Compute unconstrained

2D embedding M

3. Virtual boundary:

1. Triangulate region between

M and its bounding

rectangle

2. M*= M+new triangles

mesh+V F

P F

3. Add boundary vertices to V F

M

M*


Matchmaker – Algorithm

4. Find matching triangulations

– Adding non-intersecting edges/paths

M* T M* (V F )

P F T(P F )


Matchmaker – Algorithm

• Path matching

Compute all shortest paths between vertices in V F

While paths exist

Get shortest path s=(v i ,v j )

v k

p k

Test if s is legal

If legal

(p i ,p j ) does not intersect existing edges in T(P F )

(v i ,v j ) does not block future paths

Add s to T M* (V F ) & (p i ,p j ) to T(P F )

Recompute non-tested paths that intersect s

T M* (V F ) T(P F )


Matchmaker – Algorithm

• Introducing Steiner vertices

– allow the creation of a valid path

between any pairs of features

• Perform Dijkstra searches on

both the mesh vertices and the

edge midpoints

T(P F )

– Schreiner et al. 2004

T M* (V F )


Matchmaker – Algorithm

5. Map each patch S i T M* (V F ) to matching triangle

T i T(P F ) using barycentric coordinates

T M* (V F )

T(P F )

Barycentric

mapping M’

Texture using M’


Matchmaker – Algorithm

6. Constrained smoothing M’

– Minimize metric distortion compared to

original 3D mesh

– Maintain validity

M’

Smoothed M’


Matchmaker – Results

+

=


TextureMontage

• Texturing arbitrary surface from multiple images

Stanford Bunny

6 photographs of another bunny


TextureMontage – Key Issues

• Texturing arbitrary surface from multiple images

– Partition the model and images automatically and

simultaneously

– Ensure continuity across patch boundaries with few

correspondences

– Fill in non-texture areas


TextureMontage – Algorithm

1. Preprocessing

– Adjust exposure differences and color balances

– Segment background regions (e.g. LazySnapping [Li04])

– Compute and store the distance to the nearest non-background

pixel for each pixel


TextureMontage – Algorithm

2. Partition mesh and images

– Add valid path-edge pairs (similar to Matchmaker)

– Prevent path-edge pairs from crossing background regions


TextureMontage – Algorithm

3. Generate progressive mesh

– Half-edge collapse simplification [Hoppe 96]

v j

v i

v j


TextureMontage – Algorithm

4. Create coarse texture map

– Map triangles of the base mesh to corresponding texture

triangles in images


TextureMontage – Algorithm

5. Coarse-to-fine map construction

– Insert deleted vertices back one by one

v j v j v i

– For inner vertices, minimize geometric stretch energy

[Sander et al. 2001]

– For boundary vertices, minimize texture mismatch


TextureMontage – Algorithm

• Texture coords optimization for boundary vertices

v m

p

v j

v j

v i

v k

v l

v m

p v k

p v i

v j

G A (p)

v l

v j

G B (p)

p

v i

v k

Image 1 Image 2


TextureMontage – Algorithm

• Texture coords optimization for boundary vertices

– Evaluate texture mismatch energy

E

tex



n


'

'

I1

( sk

) I2(

sk

) (1 )

G ( sk

) G ( s

1

2 k

)

k1

– Minimize both geometric stretch and texture mismatch

– Fix one border and optimize the other

E

E geo

( 1

)

E tex


TextureMontage – Algorithm

• Texture coords optimization for boundary vertices

Original

Model

Unconstrained

Optimization

Color Matching

Enforced

Color and

Gradient


TextureMontage – Algorithm

6. Surface texture inpainting

– Unassigned region due to lack of correspondences


TextureMontage – Algorithm

6. Surface texture inpainting

– Smoothly fill in hole regions based on Poisson equation


s.t. | *

f d f f |




f

:

unknown color values of

vertices in hole regions

[Polthier and Preuss 2000]

[Pérez et al. 2003]

f

*


d

:

:

:

color values of vertices around

hole regions

Laplace operator

a controlling scalar field


TextureMontage – Algorithm

6. Surface texture inpainting

(a) (b) (c)


TextureMontage – Algorithm

7. Atlas packing (UVAtlas)


TextureMontage – Demo


Siggraph Course

Mesh Parameterization –

Theory and Practice

Segmentation & Constraints

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