基于剪枝的二维Alpha蒙版三维网格拓扑优化

Ga'etan Landreau, M. Tamaazousti
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引用次数: 0

摘要

在过去的几年里,随着计算机视觉和图形学的最新进步,基于图像的3D重建取得了越来越惊人的结果。几何和拓扑是处理三维网格结构时的两个基本概念。但最新的通常仍然是一个侧面问题,在3D网格为基础的重建文献。实际上,在3D球体网格上执行逐顶点基本位移只会影响其几何形状,而拓扑结构不变且固定。然而,很少有人尝试更新几何形状和拓扑结构,所有这些都需要依靠昂贵的3D地面真相来确定要修剪的面/边。我们在这项工作中提出了一种方法,旨在通过广泛依赖于2D alpha蒙版和相机姿态信息的面部修剪策略来细化任何3D网格的拓扑结构。我们的解决方案利用了一个可微分渲染器,将每个面渲染为2D软地图。其像素强度反映了在渲染过程中被该人脸覆盖的概率。基于可用的2D软蒙版,我们的方法因此能够快速突出显示给定视点的所有不正确渲染的面部。因为我们的模块与产生3D网格的网络无关,所以它可以很容易地插入任何基于自监督图像的(合成或自然)3D重建管道中,以获得具有非球面拓扑结构的复杂网格。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pruning-based Topology Refinement of 3D Mesh using a 2D Alpha Mask
Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.
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