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Digital Bas-Relief from 3D Scenes
何 会 珍 2008-11-13
Tim Weyrich Assistant Professor
Dept. of Computer Science University College London
Connelly Barnes Graduate Student
Princeton Graphics Group Princeton University
Szymon Rusinkiewicz Associate Professor
Department of Computer Science Princeton University
Adam Finkelstein Associate Professor
Department of Computer Science Princeton University
Jia Deng Ph.D. Student Computer Science Department Princeton University
Examples of bas-relief
Top: Ancient Greek, Assyrian relief. Below: Modern examples
Examples of high relief
high-relief of the cloister and a rotated view of it
Motivation
1.Given: Height-Data as Z = h(x,y)2.Want: Relief3.Need: Compressing Height-Range
original 3D model generated relief
Related Work
Automatic Generation Of Bas- And High-Reliefs;Cignoni, Montani, Scopigno; Journal of Graphics Tools;1997.
Gradient Domain High Dynamic Range CompressionFattal, R., Lischinski, D., Werman, M. 2002ACM Transactions on Graphics (SIGGRAPH ’02)
Numerous Works On HDR Image Compression
Bas-Relief
1. Depth : achieved by perspective foreshortening2. Object Order: preserve depth order of overlapping objects3. Compression: the background are flatter than those in the foreground4. Discontinuities: depth discontinuities in the relief become smaller5. Steps: small step along the object outline6. Materials: wood, clay, stucco, metal, stone, ivory, bone, ice
Main Idea
• Transforms the input 3D scene into a regularly sampled height field• Compression takes place in Gradient Domain• Integration to recover a height field• Cignoni : Linear Scaling important Features are lost
origin Linear Scaling Our algorithm
Algorithm Workflow
GradientGradient
ExtractionExtraction
Fix the Fix the gradient gradient directiondirection
Extracting Extracting silhouettessilhouettes
CompressCompressGradient Gradient magtitudemagtitude
IntegrationIntegration
( , )h x yxh
yh
'( , )s x y'( , )h x y
( , )V x y
vsil
1.Retrieving depth values: perspective foreshortening
2.Gradient Extraction: forward difference to extract gradients
3.Why Fix the gradient direction? preserve shapes visible
4. silhouettes: contribute as overly large gradients
5. How to extract silhouettes || ( , ) ||h x y vsil
bunny extracted silhouettes
sprrow extracted silhouettes
6.Attenuate gradient magtitude nonlinear compression function C to the gradient magnitude
(|| ( , )||),0 || ( , )||0, || ( , )||( , ) {C h x y h x y VsilVsil h x ys x y
1( ) log(1 ), 0C x x
[0.5,10]a
this algorithm linear algorithm
origin teapot silhouette
7.Integration: optimization process
hh'(x,y) = argmin F( h,g') dxdy
2 2 2( , ') || h-g'|| ( ' ) ( ' )
'( , ) ( , )* ( , )
x y
h hF h g g g
x y
g x y s x y V x y
其中
Variational Principle
Euler-Lagrange equation
x y
F d F d F0
h dx h dx h
Poisson equation:
2 'h divg
2 22
2 2h
h h
x y
其中
' yxGG
divgx y
1 10
Results about different
8.Artistic Controls: decompose the gradient field '( , )g x y
1
1
~'
01
( )
, {1,... },
* , '
k k k
k k k
n
k k nk
l D l
d l l k n
g a d l l g
Left : Increasing low frequencies. Right : Amplify high frequencies
Results:
Results:
Left: unmodified version. Right: emphasize the teapot
Results:
Original 3D model executed in wood
Results:
executed in marble executed in silver
Results:
Left: Scenes with high complexity Right: emphasizing depth discontinuities
Future Work1.Other shapes: Creation of alto-relievo2.Explore material properties into the algorithm3. Using normal as input
Top: Photograph of a pine cone, and its normal field Bottom: Relief after converting normals to gradients
Thank you!