图学学报 ›› 2024, Vol. 45 ›› Issue (1): 148-158.DOI: 10.11996/JG.j.2095-302X.2024010148
收稿日期:2023-06-25
接受日期:2023-10-12
出版日期:2024-02-29
发布日期:2024-02-29
通讯作者:李兆歆(1983-),男,助理研究员,博士。主要研究方向为三维重建和三维计算机视觉等。E-mail:cszli@hotmail.com第一作者:石敏(1975-),女,副教授,博士。主要研究方向为虚拟现实。E-mail:shi_min@ncepu.edu.cn
基金资助:
SHI Min1(
), WANG Bingqi1, LI Zhaoxin2(
), ZHU Dengming3,4
Received:2023-06-25
Accepted:2023-10-12
Published:2024-02-29
Online:2024-02-29
First author:SHI Min (1975-), associate professor, Ph.D. Her main research interest covers virtual reality. E-mail:shi_min@ncepu.edu.cn
Supported by:摘要:
纹理映射作为三维重建的重要步骤,直接关系到生成模型的视觉效果。传统的纹理映射方法通常使用简单的混合方法来获取表面纹理。通过将模型表面投影到每个纹理图像上来获取相应的纹理区域,然后将它们混合在一起以获取表面纹理。然而,由于相机位姿的不准确性,纹理映射结果存在明显的模糊和鬼影等问题。此外,在高光环境下获取的纹理图像很容易包含高光区域,最终导致纹理颜色的丢失,降低纹理的真实性。为了解决这些问题,提出了一种无缝纹理映射方法,可以有效消除高光反射。通过衡量纹理图像的质量,为每个模型表面选择最佳的纹理图像,并利用色度一致性约束优化的相机位姿以消除明显的纹理错位。针对高光问题,提出了一个高光处理模块,使用多视图图像信息并基于双色反射模型定位和处理高光纹理。最后,对纹理图进行纹理颜色一致性调整,以处理纹理之间的颜色差异。实验结果表明,与现有方法相比,提出的算法可以有效消除高光反射的影响,从而获得更好的纹理映射结果。
中图分类号:
石敏, 王炳祺, 李兆歆, 朱登明. 一种带高光处理的无缝纹理映射方法[J]. 图学学报, 2024, 45(1): 148-158.
SHI Min, WANG Bingqi, LI Zhaoxin, ZHU Dengming. A seamless texture mapping method with highlight processing[J]. Journal of Graphics, 2024, 45(1): 148-158.
图1 本文算法总体流程((a)输入模型和标定的图像;(b)纹理选择结果;(c)初始纹理映射结果;(d)相机姿态调整;(e)高光去除;(f)颜色统一)
Fig. 1 Overall flow of the algorithm ((a) Input model and calibrated images; (b) Texture selection results; (c) Initial texture mapping results; (d) Camera attitude adjustment; (e) Highlight removal; (f) Uniform colour)
图2 纹理选择的结果((a)初始纹理选择结果;(b)优化后结果)
Fig. 2 The result of texture selection ((a) The result of initial texture selection; (b) The right picture is the result of optimization)
| 模型 | PSNR↑ | SSIM↑ | ||||
|---|---|---|---|---|---|---|
| 文献[ | 文献[ | 本文 | 文献[ | 文献[ | 本文 | |
| BowlA | 21.235 | 21.662 | 25.127 | 0.822 | 0.881 | 0.893 |
| BowlB | 18.571 | 18.742 | 22.985 | 0.761 | 0.829 | 0.859 |
| BunnyA | 25.153 | 27.431 | 28.695 | 0.840 | 0.922 | 0.934 |
| BunnyB | 17.665 | 19.088 | 23.908 | 0.763 | 0.853 | 0.873 |
表1 PSNR和SSIM的评估结果(A,B代表对应的视角)
Table 1 Evaluation results of PSNR and SSIM (A, B represents the corresponding perspective)
| 模型 | PSNR↑ | SSIM↑ | ||||
|---|---|---|---|---|---|---|
| 文献[ | 文献[ | 本文 | 文献[ | 文献[ | 本文 | |
| BowlA | 21.235 | 21.662 | 25.127 | 0.822 | 0.881 | 0.893 |
| BowlB | 18.571 | 18.742 | 22.985 | 0.761 | 0.829 | 0.859 |
| BunnyA | 25.153 | 27.431 | 28.695 | 0.840 | 0.922 | 0.934 |
| BunnyB | 17.665 | 19.088 | 23.908 | 0.763 | 0.853 | 0.873 |
图9 针对颜色处理的消融实验((a)仅进行颜色一致性调整;(b)仅进行泊松编辑;(c) 2步处理相结合)
Fig. 9 Ablation experiment for color processing ((a) Color consistency adjustment only; (b) Poisson editing only; (c) Combination of two step process)
图10 无明显高光纹理数据的实验结果((a)文献[7];(b)文献[9];(c)本文
Fig. 10 The results of texture data without significant highlights ((a) Ref [7]; (b) Ref [9]; (c) This paper)
| 模型 | 场景数据 | 运行时间/s | ||||
|---|---|---|---|---|---|---|
| 顶点数/k | 面数/k | 纹理图数 | 文献[ | 文献[ | 本文 | |
| Fountain | 31.2 | 59.9 | 21 | 8.4 | 5823.7 | 31.9 |
| Board | 48.1 | 95.5 | 6 | 1.4 | 1043.1 | 19.5 |
| Can | 82.7 | 162.5 | 10 | 3.7 | 3525.3 | 25.2 |
| Floor | 25.7 | 50.0 | 6 | 1.9 | 825.4 | 21.2 |
| Loin | 45.5 | 58.2 | 11 | 3.4 | 3672.3 | 17.4 |
| Bowl | 76.0 | 152.1 | 11 | 5.8 | 3824.5 | 16.8 |
| Bunny | 15.3 | 30.3 | 14 | 2.6 | 3238.7 | 18.5 |
| Gate | 37.3 | 58.4 | 16 | 6.3 | 5782.4 | 23.5 |
表2 不同方法间的时间消耗评估
Table 2 Time consumption assessment between different methods
| 模型 | 场景数据 | 运行时间/s | ||||
|---|---|---|---|---|---|---|
| 顶点数/k | 面数/k | 纹理图数 | 文献[ | 文献[ | 本文 | |
| Fountain | 31.2 | 59.9 | 21 | 8.4 | 5823.7 | 31.9 |
| Board | 48.1 | 95.5 | 6 | 1.4 | 1043.1 | 19.5 |
| Can | 82.7 | 162.5 | 10 | 3.7 | 3525.3 | 25.2 |
| Floor | 25.7 | 50.0 | 6 | 1.9 | 825.4 | 21.2 |
| Loin | 45.5 | 58.2 | 11 | 3.4 | 3672.3 | 17.4 |
| Bowl | 76.0 | 152.1 | 11 | 5.8 | 3824.5 | 16.8 |
| Bunny | 15.3 | 30.3 | 14 | 2.6 | 3238.7 | 18.5 |
| Gate | 37.3 | 58.4 | 16 | 6.3 | 5782.4 | 23.5 |
图12 本文方法与文献[9]方法在纹理细节方面的比较((a)本文;(b)文献[9])
Fig. 12 Comparison of texture details between the method in this paper and Fu’s method ((a) This paper; (b) Ref [9])
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