Abstract
This paper describes a new method to automatically generate digital bas-reliefs with depth-of-field effects from general scenes. Most previous methods for bas-relief generation take input in the form of 3D models. However, obtaining 3D models of real scenes or objects is often difficult, inaccurate, and time-consuming. From this motivation, we developed a method that takes as input a set of photographs that can be quickly and ubiquitously captured by ordinary smartphone cameras. A depth map is computed from the input photographs. The value range of the depth map is compressed and used as a base map representing the overall shape of the bas-relief. However, the resulting base map contains little information on details of the scene. Thus, we construct a detail map using pixel values of the input image to express the details. The base and detail maps are blended to generate a new depth map that reflects both overall depth and scene detail information. This map is selectively blurred to simulate the depth-of-field effects. The final depth map is converted to a bas-relief surface mesh. Experimental results show that our method generates a realistic bas-relief surface of general scenes with no expensive manual processing.
Highlights
Relief is a sculpting method whereby 3D shapes of objects are projected, compressed, and attached to a background plane
The photograph and depth map can be transmitted to a computer that can compute a bas-relief surface mesh based on these inputs
We extend our previous work by proposing new algorithms for generation of base maps, detail maps, and depth-of-field effects with detailed description
Summary
Relief is a sculpting method whereby 3D shapes of objects are projected, compressed, and attached to a background plane. The photograph and depth map can be transmitted to a computer that can compute a bas-relief surface mesh based on these inputs. This process can be initiated from anywhere because all the equipment (i.e., smartphones, desktop computers, and 3D printers) can be connected through the Internet To implement this system, an automatic algorithm is necessary that can accept photographs captured by a smartphone and use them to generate a bas-relief surface. Similar DOF control can be applied to generation of bas-relief surfaces, but this possibility has not been addressed in methods previously proposed. To simulate DOF effects, this relief map is selectively blurred according to the input depth-of-field parameter This process improves the effect of emphasizing main objects in focus and de-emphasizing background objects in the resulting bas-relief surface. We added extensive test results including the results of 3D printing
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