Progressive Texture

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Company LOGO PROGRESSIVE TEXTURE SYNTHESIS ON 3D SURFACES By Rupesh Shet, Eran Edirisinghe, Helmut Bez [email protected]

Transcript of Progressive Texture

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Company

LOGO

PROGRESSIVE TEXTURE SYNTHESIS ON 3D SURFACES

By Rupesh Shet, Eran Edirisinghe,

Helmut [email protected]

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Agenda

1. Introduction

2. Texture Synthesis on surface (Greg Turk)

3. Discrete Wavelet Transform (DWT) / Embedded Zerotree Wavelet (EZW)

4. Proposed Algorithms

5. Experimental Result

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Introduction

The progressive texture synthesis on 3D surface is based on:

1) Texture Synthesis on Surface (Greg Turk)2) Multi-resolution DWT decomposition of

sample texture.3) Prioritising the DWT coefficient in

progressive texture transmission and synthesis.

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Application

Proposed Algorithm has application in bandwidth and processing power constrained application domain.Such as1) Remote Visualisation 2) Streaming3) Distributive/collaborative games/animation

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Texture Synthesis on Surface (Greg Turk)

(a) 256 K point (b) User defined vector 1) User define sample points from low to high density is

created on surface.2) Using repulsion method points are separated to each

other uniformly which later connected to from mesh hierarchy (Shown in above fig (a)).

3) Subsequently user define vector is created on surface to indicate orientation of texture pattern (Shown in above fig (b)).

4) Mesh vertices visiting are sorted based on vector field.

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Texture Synthesis on Surface (Greg Turk)

1) Each points is then scanned to determine the best match colour using neighbourhood search in sample texture.

2) Multi-level synthesis process produce higher quality of texture which adapt coarse-to-fine refinements.

3) The colour used in neighbourhood matching are taken from either one or two levels of mesh hierarchy (Shown in above fig (a,b,c,d)).

(b) LEVEL 2 (c) LEVEL 1 (d) LEVEL 0(a) LEVEL 3

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Results Of Greg Turk Algorithm

This algorithm is limited in bandwidth adaptive transmission media in modern application visualisation.

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DWT/EZW

LH3

HL3

HH3 HL1

LH1 HH1

HL2

LH2 HH2

LL3

EZW1) Large wavelet coefficients are visually more important than smaller

wavelet coefficients.2) In an embedded coding algorithm the encoder can terminate the encoding at any point there by allowing a target bit rate or target distortion metric to be met exactly. 3) On the other hand, given a bit stream, a decoder can cease decoding at any point in the bit stream.

DWT

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Proposed Algorithm

DWT/EZW

Location

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Important Feature

Importance Feature of Proposed Algorithm:

1) We replaced Gaussian Pyramid by DWT pyramid.2) Which is later used in EZW based coefficient prioritisation (As shown as DWT and Priority Using EZW modules named).3) This ensure seamless texture representation capability.4) Texture encoding via EZW enables embedded texture decoding capability and allows any intermediate texture quality to be readily reconstructed.5) Made available at the receiver depending on bandwidth constraint.

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Result 1

Progressive texture synthesized on the bunny by proposed algorithm using texture sample-1Progressive texture synthesized on the bunny by proposed algorithm using texture sample-1

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Result 2

Progressive texture synthesized on the bunny by proposed algorithm using texture sample-2Progressive texture synthesized on the bunny by proposed algorithm using texture sample-2

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Question?

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DWT & EZW Based Prioritisation Scheme

4 K points

16 K Points

64 K points

I (sample image)

LL1

LL2

LL1

LL3

EZWBased prioritisationScheme

I (Sample Image) Write thing here

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Point Image Locations X1Y1

X2Y2

Write thing here

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