texturing purposes or obtained by other means, e.g., tourist
photos, postcard, infrared or ultraviolet images, or even
historical photos.
Figure 6. 3D points selection in Polyworks 1 M using the shaded
images
Figure 7. Selection of homologous points in 2D image with
ShapeCapture 1 ^
The model is first segmented manually (in the 3D modeling
software) into mutually exclusive regions. Each region is
mapped onto a region (entirely comprised) that is a subset of
one of the 2D images. Then, features are located on a shaded
version (see Figure 6) of the 3D image using Polyworks
IMinspect IM and an ASCII file is created that contains those 3D
points. The same features are located in the 2D image, and the
relative position between 2D and 3D cameras is found using the
photogrammetric software, ShapeCapture™ (ShapeQuest Inc.)
(see Figure 7). We assumed that the 2D camera has already
been calibrated and that the 3D points generated by
Polyworks 1 M were imported as control points in
ShapeCapture 1 M . Pose estimation in this last software uses the
distortion parameters of the lens computed from the camera
calibration. We use a 6-parameter lens distortion model. In
house software to map texture was then used. This last item
will be available in a future release of ShapeCapture 1 M . The
calibration can be performed once, before taking the 2D images
or if the camera if no longer available, then, 3D data points
found on the 3D model can be used for the lens calibration.
Other methods based on constraint equations (e.g.
perpendicularity or parallelism amongst features) are available,
(El-Hakim, 2001). The 2D images can be taken in an angular
span of about ± 30 degrees. Grazing angles should be avoided.
Figure 8. Texture mapping methods, a) the preferred way to
map texture because it is usable in virtual restoration, b) texture
map for the colour per vertex method.
We have experimented with two approaches for the
construction of a texture-mapped simplified model, again with
the goal of maximizing the use of commercially available
software tools.
The first method prepares the data so that it can be entered into
the model compression and texture mapping process available
in Polyworks 1 M . This technique (Soucy et al., 1996b) requires a
triangulated geometric model with a colour value assigned to
each vertex. The original high-resolution model is compressed
into a simplified model through a vertex removal process. The
appearance of the original model is approximated by computing
a texture patch for each triangle of the simplified model that
approximate the appearance of the area represented by the
removed vertices. As part of the geometric compression, the
removed vertices are projected onto the larger triangles. When
the desired level of compression is reached, a texture image is
created. It is a tessellated image where each triangle of the
simplified model is mapped onto a colour patch integrating the
information from the removed vertices. The method was
designed for arbitrary topologies, and possibly incorrect or
incomplete models. Thus, it does not attempt to create a
piecewise parameterization of adjacent triangles on the model
that would be maintained in the texture image. Rather, each
triangle is mapped independently (or by adjacent pairs) and
after affine transformation of the triangle into an isosceles right
angle triangle for efficient packing. Figure 8b illustrates the
results. In order to apply this method, the colour information
contained in the 2D images must be attached to vertices of the
geometric model. Here, the surface sampling of the original 2D
images is denser than the geometric sampling. In order to
incorporate the colour information in the model, triangles are
subdivided to accommodate the new points. The over-sampled
model is then fed into the pipeline. One advantage of using this
method is that all the texture is embedded in a single,
efficiently occupied texture map, and that the algorithm easily
allows the generation of maps of different sizes. The major
inconvenient of this approach is the requirement to process an
excessively large model. But another one is in the usability of
the texture map obtained: if there are requirements to modify
the images, only global corrections (e.g. contrast, brightness)
can be easily applied to the texture. If, in the course of virtual
restoration, the original images need to be modified, then the
entire compression/texture mapping process must be applied
again.