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Relief Generation from 3D Scenes guided by Geometric Texture Richness


Miao, Yongwei; Sun, Yuliang; Fang, Xudong; Chen, Jiazhou; Zhang, Xudong; Pajarola, R (2018). Relief Generation from 3D Scenes guided by Geometric Texture Richness. Computational Visual Media, 4(3):209-221.

Abstract

Typically, relief generation from an input 3D scene is limited to either bas-relief or high-relief modeling. This paper presents a novel unified scheme for synthesizing reliefs guided by the geometric texture richness of 3D scenes; it can generate both basand high-reliefs. The type of relief and compression coefficient can be specified according to the user’s artistic needs. We use an energy minimization function to obtain the surface reliefs, which contains a geometry preservation term and an edge constraint term. An edge relief measure determined by geometric texture richness and edge z-depth is utilized to achieve a balance between these two terms. During relief generation, the geometry preservation term keeps local surface detail in the original scenes, while the edge constraint term maintains regions of the original models with rich geometric texture. Elsewhere, in highreliefs, the edge constraint term also preserves depth discontinuities in the higher parts of the original scenes. The energy function can be discretized to obtain a sparse linear system. The reliefs are obtained by solving it by an iterative process. Finally, we apply non-linear compression to the relief to meet the user’s artistic needs. Experimental results show the method’s effectiveness for generating both bas- and high-reliefs for complex 3D scenes in a unified manner.

Abstract

Typically, relief generation from an input 3D scene is limited to either bas-relief or high-relief modeling. This paper presents a novel unified scheme for synthesizing reliefs guided by the geometric texture richness of 3D scenes; it can generate both basand high-reliefs. The type of relief and compression coefficient can be specified according to the user’s artistic needs. We use an energy minimization function to obtain the surface reliefs, which contains a geometry preservation term and an edge constraint term. An edge relief measure determined by geometric texture richness and edge z-depth is utilized to achieve a balance between these two terms. During relief generation, the geometry preservation term keeps local surface detail in the original scenes, while the edge constraint term maintains regions of the original models with rich geometric texture. Elsewhere, in highreliefs, the edge constraint term also preserves depth discontinuities in the higher parts of the original scenes. The energy function can be discretized to obtain a sparse linear system. The reliefs are obtained by solving it by an iterative process. Finally, we apply non-linear compression to the relief to meet the user’s artistic needs. Experimental results show the method’s effectiveness for generating both bas- and high-reliefs for complex 3D scenes in a unified manner.

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Additional indexing

Item Type:Journal Article, refereed, original work
Communities & Collections:03 Faculty of Economics > Department of Informatics
Dewey Decimal Classification:000 Computer science, knowledge & systems
Scopus Subject Areas:Physical Sciences > Computer Vision and Pattern Recognition
Physical Sciences > Computer Graphics and Computer-Aided Design
Physical Sciences > Artificial Intelligence
Uncontrolled Keywords:graphics, 3D reconstruction
Language:English
Date:September 2018
Deposited On:20 Feb 2019 15:46
Last Modified:22 Jun 2020 20:24
Publisher:SpringerOpen
ISSN:2096-0433
OA Status:Gold
Free access at:Publisher DOI. An embargo period may apply.
Publisher DOI:https://doi.org/10.1007/s41095-018-0111-2
Official URL:https://link.springer.com/article/10.1007%2Fs41095-018-0111-2
Other Identification Number:merlin-id:17267

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