Texturing a 3D modeled object
Abstract:
A computer-implemented method for designing a 3D modeled object representing a real object comprises providing a 3D mesh representing the real object, a texturing image and a mapping between the vertices of the 3D mesh and pixels of the texturing image; then maximizing a probability P(L(V)) of the form: P ⁡ ( L ⁡ ( V ) ) = 1 Z ⁢ exp ⁡ ( - ∑ i = 1 n ⁢ ⁢ φ i ′ ⁡ ( L ⁡ ( v i ) ) - ∑ f ∈ ℱ ⁢ ⁢ ψ f ′ ⁡ ( { L ⁡ ( v i ) } i ∈ f ) ) . Maximizing is performed with a predetermined discrete Markov Random Field optimization scheme viewing the 3D mesh and the pixel shifts associated to the texture coordinates of the vertices of the 3D mesh as a Markov Random Field of energy −log(P(L(V)))−log(Z). The method then comprises texturing the 3D mesh according to the texturing image, to the mapping, and to the result of the maximizing. This provides an improved solution for designing a 3D modeled object a real object.
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