699
A NEW TEXTURE MAPPING ALGORITHM FOR PHOTOREALISTIC
RECONSTRUCTION OF 3D OBJECTS
T. Hanusch
Institute of Geodesy and Photogrammetry, Swiss Federal Institute of Technology (ETH) Zurich, ETH-Hoenggerberg,
CH-8093, Zurich, Switzerland - thomas.hanusch@geod.baug.ethz.ch
Commission V, WG V/4
KEY WORDS: Texture, Photo-Realism, Colour, Rendering, Visualization, Resolution, Cultural Heritage, Virtual Reality
ABSTRACT:
In the last decade, new developments in remote sensing, photogrammetry and laser scanning generated new possibilities for
acquisition, processing and presentation of different objects at various scales. Beside object modelling, photorealistic texturing is
still a challenging task. This paper focuses on a new texture mapping technique, which extends the known 2.5D approaches of
texture mapping to 3D objects. A new algorithm will be described, suitable to achieve high quality results by eliminating problems
of current approaches e.g. resolution dependency, need of huge amount of memory and handling of colour and brightness
differences. A new, vector based visibility analysis, using vector algebra instead of pixel based algorithms will be presented. In the
context of texture mapping, the fusion of different texture sources (different images) with different illumination and exposure
conditions as well as images with different resolutions is an important task. To achieve best results in terms of homogeneity and
level of detail, a multi-image texturing approach was developed, to preserve the fine texture information of the object. To adjust the
brightness levels of the image dataset, a global and a local colour adjustment was developed. The software “Blender” was used to
generate high quality images, movies and animations. The result of the investigations and developments is a software system to
texture 3D models photorealistically and automatically. All algorithms are discussed in detail. The performance is demonstrated
using artificial and real world data sets.
1. INTRODUCTION
Textured models are established as a proper possibility to
present the results of photogrammetric data acquisition and
processing to experts as well as to non-experts. The
expectations of the customers are increasing according to the
development of the hardware. It started from simple
visualizations of small 2.5D areas over increased datasets with
artificial texture e.g. colour coded surface models to
photorealistic textured 2.5D models. Now, the step towards 3D
objects with millions of points, photorealistic texture and real
time visualizations is in progress. This paper describes a whole
workflow from the oriented images and the geometry
information over the visibility analysis and the global and local
brightness correction of the images up to the final visualization
using open source software. Therefore, a number of algorithms
were evaluated, modified, developed and combined.
For texture mapping of 3D objects a visibility analysis has to be
conducted. The approaches developed for 2.5D surfaces or for
true-orthophoto generation (Rau, 2002), (Amhar, 1998), (Zhou,
2003), (Biasion, 2004) have to be adapted to 3D data. The
existing 3D algorithms were basically developed for computer
sciences applications and have some disadvantages, e.g. high
expectations concerning image overlaps, high number of
images and short image acquisition times to avoid changes of
the illumination conditions. These requirements are mostly
problematic to fulfil, especially for photogrammetric data sets.
Therefore we developed a new visibility algorithm.
recognizes grey value difference of less than one percent, a
colour adjustment is necessary to achieve satisfying results
during multi image texture mapping. Different algorithms were
presented in (Agathos, 2003) and (Bannai, 2004). In this paper a
solution, combining three different processing steps, is
presented.
Finally, open source software was used to generate high
resolution images, virtual reality models and movies of the
processed data.
2. DATA ACQUISTION
Two datasets are used to show the performance of the
developed algorithms.
• A Khmer head, carved out of sandstone in the 12th or
early 13th century, with a height of about 30cm. The
geometry as well as the images were acquired in the
Museum Riedberg, Zurich, Switzerland (Akca, 2007).
• A part of the St. Gallen Globus, manufactured around
1595 in St. Gallen, Switzerland, with a height of
around 230cm, made of wood, fully painted with the
earth and sky map of Mercator and diverse other
ornaments. The used part is a support of the sphere
with a size of 70 x 25 square centimetres. The dataset
consists of images acquired using a standard still
video camera.
For the triangle to image assignment, existing approaches were
slightly modified and adapted (Niem, 1995), (Rocchini, 1999).
According to the high sensitivity of the human eye, which
Dataset 1 was used to show the whole workflow beginning from
raw-data to the final textured model. Dataset 2 was used to
show the brightness correction algorithm in detail.