Abstract
Abstract. Image-based modelling tools based on SfM algorithms gained great popularity since several software houses provided applications able to achieve 3D textured models easily and automatically. The aim of this paper is to point out the importance of controlling models parameterization process, considering that automatic solutions included in these modelling tools can produce poor results in terms of texture utilization. In order to achieve a better quality of textured models from image-based modelling applications, this research presents a series of practical strategies aimed at providing a better balance between geometric resolution of models from passive sensors and their corresponding (u,v) map reference systems. This aspect is essential for the achievement of a high-quality 3D representation, since "apparent colour" is a fundamental aspect in the field of Cultural Heritage documentation. Complex meshes without native parameterization have to be "flatten" or "unwrapped" in the (u,v) parameter space, with the main objective to be mapped with a single image. This result can be obtained by using two different strategies: the former automatic and faster, while the latter manual and time-consuming. Reverse modelling applications provide automatic solutions based on splitting the models by means of different algorithms, that produce a sort of "atlas" of the original model in the parameter space, in many instances not adequate and negatively affecting the overall quality of representation. Using in synergy different solutions, ranging from semantic aware modelling techniques to quad-dominant meshes achieved using retopology tools, it is possible to obtain a complete control of the parameterization process.
Highlights
INTRODUCTIONThe field of entertainment software for the creation of 3D digital models has been developing on the subject of advanced texturing techniques starting from the end of the nineties
The fundamental idea these studies were based on relates to specific requirements from 3D artists domain: an easy and intuitive way to unwrap in two dimensions a complex 3D shape in order to use a 2D template for texture painting
The intuition of a sort of digital “pelting” (Piponi-Borshukov, 2000) gained great popularity in the framework of entertainment software and, in the early years of the 21th century, all software houses operating in that sector have customized and developed different tools for the interactive parameterization of 3D meshes
Summary
The field of entertainment software for the creation of 3D digital models has been developing on the subject of advanced texturing techniques starting from the end of the nineties. Some relevant papers proposed at international conferences on Computer Graphics in the last decade (Piponi-Borshukov, 2000; Levy, 2001) focused on a crucial aspect of texturing – called parameterization – and gave suggestions to software developers for the implementation of new tools inside 3D modelling applications. The fundamental idea these studies were based on relates to specific requirements from 3D artists domain: an easy and intuitive way to unwrap in two dimensions a complex 3D shape in order to use a 2D template for texture painting. In this paper two different methods will be taken into account – the former automatic and the latter manual – both aimed at controlling the parameterization in a current SfM application, Agisoft Photoscan, with the objective of achieving a higher quality for texturing of 3D assets from photo-modelling and from active sensors
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