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Digital Bas-Relief from 3D Scenes 何 何 何 2008-11-13

Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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Page 1: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Digital Bas-Relief from 3D Scenes

何 会 珍 2008-11-13

Page 2: 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

Page 3: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 4: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Examples of bas-relief

Top: Ancient Greek, Assyrian relief. Below: Modern examples

Page 5: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Examples of high relief

high-relief of the cloister and a rotated view of it

Page 6: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Motivation

1.Given: Height-Data as Z = h(x,y)2.Want: Relief3.Need: Compressing Height-Range

original 3D model generated relief

Page 7: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 8: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 9: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 10: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 11: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 12: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

bunny extracted silhouettes

sprrow extracted silhouettes

Page 13: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 14: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

this algorithm linear algorithm

origin teapot silhouette

Page 15: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 16: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Poisson equation:

2 'h divg

2 22

2 2h

h h

x y

其中

' yxGG

divgx y

Page 17: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

1 10

Results about different

Page 18: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 19: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Left : Increasing low frequencies. Right : Amplify high frequencies

Results:

Page 20: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Results:

Left: unmodified version. Right: emphasize the teapot

Page 21: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Results:

Original 3D model executed in wood

Page 22: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Results:

executed in marble executed in silver

Page 23: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Results:

Left: Scenes with high complexity Right: emphasizing depth discontinuities

Page 24: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

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

Page 25: Digital Bas-Relief from 3D Scenes 何 会 珍 2008-11-13

Thank you!