Mesh Texturing in a Nutshell (Let There Be Color)

本文最后更新于:May 7, 2023 pm

[TOC]

Overview

digraph { TV [label="TextureView"]; TVs [label="N TextureViews"]; Texturing [style=filled, shape=box]; ColorImg->TV; CamK->TV; CamTF->TV; TV->TVs; TVs->Input; TriangleMesh->Input; Input->Texturing->Output->TexturedMesh; }
  • code (forked): https://github.com/cggos/mvs-texturing
  • paper: Let There Be Color! Large-Scale Texturing of 3D Reconstructions
  • video: https://www.youtube.com/watch?v=Ie-qLJdmlLI

1. Texture Views

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tex::generate_texture_views()
digraph { TV [label="TextureView"]; TV->ColorImg; TV->CamK; TV->CamTF; }

2. Mesh --> MeshInfo

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tex::prepare_mesh()

Check Mesh

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TriangleMesh::ensure_normals()
  • Ensure face and vertex normals

Init MeshInfo

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MeshInfo::initialize()

Create VertexInfo

Add faces to their three vertices

digraph { vertex -> face1 vertex -> face2 vertex -> face3 }

Update VertexInfo

Classify each vertex and compute adjacenty info

  • Build new, temporary adjacent faces representation AdjacentFaceList adj_temp for ordering

digraph { face_id [color=green]; front_vid [color=blue]; back_vid [color=blue];

AdjFaceTmp->face_id AdjFaceTmp->front_vid AdjFaceTmp->back_vid }

graph { layout=twopi; node [shape=circle];

v0 [color="red"]; v1 [color="blue"]; v2 [color="blue"];

v0--v1 [color=green]; v0--v2 [color=green]; v0--v3; v0--v4; v1--v2 [color=green]; v3--v2; v3--v4; v1--v4;

overlap=false; }
  • Sort adjacent faces by chaining them

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    AdjacentFaceList adj_sorted;
  • update VertexInfo

digraph { vclass; verts [color=blue]; faces [color=green];

vinfo->vclass; vinfo->verts; vinfo->faces; }

3. Mesh + MeshInfo --> Adjacency Graph (UniGraph)

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tex::build_adjacency_graph()

对于每个 face,将mesh中与其每条 edge 邻接的 face 存入 adj_faces;将当前 face 与 adj_faces 中每个 face 建立 edge,构建 UniGraph

graph { node [shape=circle];

f0--f1; f1--f2; f0--f3; f3--f4; f1--f4;

overlap=false; }

4. View Selection --> Best View Label 😄

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tex::calculate_data_costs()

tex::view_selection()

Calculate DataCosts

Calculates the data costs for each face and texture view combination, if the face is visible within the texture view.

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FaceProjectionInfos face_projection_infos(num_faces);
calculate_face_projection_infos(mesh, texture_views, settings, &face_projection_infos);
postprocess_face_infos(settings, &face_projection_infos, data_costs);

Calculate FaceProjectionInfo

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for (std::uint16_t j = 0; j < static_cast<std::uint16_t>(num_views); ++j) {
TextureView * texture_view = &texture_views->at(j);
// get view_pos and view_dir
for (std::size_t i = 0; i < faces.size(); i += 3) {
// get face_normal and face_center
// compute and check viewing_angle
// get face info
}
}
digraph { face_info [style=filled]; nnn [label="..."]; face_info_n [style=filled]; rankdir=LR; face_id->face_info; face_info->view_id; face_info->mean_color; face_info->quality; face_id->nnn; face_id->face_info_n; }

PostProcess Face Infos

create hist_qualities::Histogram using info.quality, and get the upper_bound when percentile=0.995

compute data cost

  • gmi
  • area
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float normalized_quality = std::min(1.0f, info.quality / percentile);
float data_cost = (1.0f - normalized_quality);
data_costs->set_value(i, info.view_id, data_cost);
DataCost face0 face1 ... faceN
view0
view1
...
viewN

View Selection

Data Association

Graph mapmap::Graph<cost_t>

graph { rankdir = LR; face_id--adj_face_id [label="weight"]; }

LabelSet mapmap::LabelSet<cost_t, simd_w>

view id face0 face1 ... faceN
view0
view1
...
viewN

Unaries

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using unary_t = mapmap::UnaryTable<cost_t, simd_w>;
std::vector<unary_t> unaries;
face_id label_set costs
unary0
unary1
...
unaryN

Pairwise

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using pairwise_t = mapmap::PairwisePotts<cost_t, simd_w>;
pairwise_t pairwise(1.0f);

MAP-MRF 🚩

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mapmap::mapMAP<cost_t, simd_w> solver;
solver.set_graph(&mgraph);
solver.set_label_set(&label_set);
for(std::size_t i = 0; i < graph->num_nodes(); ++i)
solver.set_unary(i, &unaries[i]);
solver.set_pairwise(&pairwise);
solver.set_logging_callback(display);
solver.set_termination_criterion(&terminate);
solver.optimize(solution, ctr);

The aim is to find a labeling for X that produces the lowest energy.

pairwise MRFs

  • the filled-in circles: the observed nodes \(Y_i\) (face)
  • the empty circles: the "hidden" nodes \(X_i\) (view label)

MAP --> Minimum Energy

energy/cost function:

\[ \text{energy} (Y, X) = \sum_{i} \text{DataCost} (y_i, x_i) + \sum_{j = \text{neighbours of i}} \text{SmoothnessCost} (x_i, x_j) \]

Tree MRFs via DP

LBP

by OpenMVS

5. Create Texture Atlases 😄

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tex::generate_texture_patches()

tex::global_seam_leveling()
tex::local_seam_leveling()

tex::generate_texture_atlases()

Generate Texture Patches

Generates texture patches using the graph to determine adjacent faces with the same label.

Global / Local Seam Levelling 🚩

  • paper: Seamless Mosaicing of Image-Based Texture Maps

without seam levelling

Texture Atlases

generate TextureAtlas from all of TexturePatch

6. Mesh + Texture --> Obj Model

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tex::build_model()

tex::Model::save()
  • .obj
  • .mtl
  • .png

网格UV展开

上述纹理重建属于 计算机视觉 的内容,本节是其逆过程,属于 计算机图形学 的内容。

  • http://geometryhub.net/notes/uvunfold

Reference


Mesh Texturing in a Nutshell (Let There Be Color)
https://cgabc.xyz/posts/d001e9db/
Author
Gavin Gao
Posted on
June 12, 2022
Licensed under