Illumination invariant mesh coloring

Weijian Cao, Shouhong Ding, Lizhuang Ma
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引用次数: 0

Abstract

Many approaches have been proposed for reconstructing photorealistic texture mapping of 3D models with multi-view images. These models can properly represent the objects in fixed light conditions. However, they are unable to react to light changes. In light-changeable application scenarios, such as visual reality, relighting and 3D printing, models without diffuse reflection are highly demanded. In this paper, we present a non-photorealistic per-vertex illumination invariant mesh coloring method to couple intrinsic color information into mesh, which can reflect material properties more accurately. The proposed method consists of two steps: global optimal coloring and label-based intrinsic decomposition. Illumination effect is eliminated in decomposition procedure and color consistency is also implicitly considered. Experiments on 3D printing and model relighting demonstrated that our approach is versatile and practical.
光照不变网格着色
目前已经提出了许多方法来重建具有多视图图像的三维模型的真实感纹理映射。这些模型可以很好地表示固定光照条件下的物体。然而,它们不能对光线的变化做出反应。在视觉现实、重照明、3D打印等光照多变的应用场景中,对无漫反射的模型要求很高。本文提出了一种非真实感的逐顶点光照不变网格着色方法,将固有颜色信息耦合到网格中,可以更准确地反映材料的属性。该方法包括两个步骤:全局最优着色和基于标签的内禀分解。在分解过程中消除了光照的影响,并隐含地考虑了颜色的一致性。3D打印和模型光照实验表明,我们的方法是通用的和实用的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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