从纹理到形状的通用模型

Dor Verbin, Todd E. Zickler
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引用次数: 3

摘要

我们从纹理问题中考虑形状,其中输入是一个弯曲的纹理表面的单个图像,纹理和形状都是先验未知的。我们将此任务表述为形状处理、纹理处理和鉴别器之间的三人游戏。鉴别器采用一组非线性滤波器来尝试区分由纹理处理产生的图像斑块和由形状处理产生的图像斑块,而形状和纹理处理则尝试创建与其他处理无法区分的图像斑块。这个游戏的平衡产生两件事:从形状过程中估计2.5D表面,以及从纹理过程中产生随机纹理合成模型。实验表明,该方法对阴影、光泽和杂波等常见非理想情况具有较强的鲁棒性。我们还发现,它成功地适用于各种各样的纹理类型,包括周期性纹理和由孤立纹理组成的纹理,这些纹理以前需要独特和专门的处理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Toward a Universal Model for Shape From Texture
We consider the shape from texture problem, where the input is a single image of a curved, textured surface, and the texture and shape are both a priori unknown. We formulate this task as a three-player game between a shape process, a texture process, and a discriminator. The discriminator adapts a set of non-linear filters to try to distinguish image patches created by the texture process from those created by the shape process, while the shape and texture processes try to create image patches that are indistinguishable from those of the other. An equilibrium of this game yields two things: an estimate of the 2.5D surface from the shape process, and a stochastic texture synthesis model from the texture process. Experiments show that this approach is robust to common non-idealities such as shading, gloss, and clutter. We also find that it succeeds for a wide variety of texture types, including both periodic textures and those composed of isolated textons, which have previously required distinct and specialized processing.
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