TY - JOUR
T1 - Normal-Based Bas-Relief Modelling via Near-Lighting Photometric Stereo
AU - Wei, M.
AU - Song, Z.
AU - Nie, Y.
AU - Wu, J.
AU - Ji, Z.
AU - Guo, Y.
AU - Xie, H.
AU - Wang, J.
AU - Wang, F. L.
N1 - Publisher Copyright:
© 2019 The Authors Computer Graphics Forum © 2019 Eurographics - The European Association for Computer Graphics and John Wiley & Sons Ltd
PY - 2020/2/1
Y1 - 2020/2/1
N2 - We present a near-lighting photometric stereo (NL-PS) system to produce digital bas-reliefs from a physical object (set) directly. Unlike both the 2D image and 3D model-based modelling methods that require complicated interactions and transformations, the technique using NL-PS is easy to use with cost-effective hardware, providing users with a trade-off between abstract and representation when creating bas-reliefs. Our algorithm consists of two steps: normal map acquisition and constrained 3D reconstruction. First, we introduce a lighting model, named the quasi-point lighting model (QPLM), and provide a two-step calibration solution in our NL-PS system to generate a dense normal map. Second, we filter the normal map into a detail layer and a structure layer, and formulate detail- or structure-preserving bas-relief modelling as a constrained surface reconstruction problem of solving a sparse linear system. The main contribution is a WYSIWYG (i.e. what you see is what you get) way of building new solvers that produces multi-style bas-reliefs with their geometric structures and/or details preserved. The performance of our approach is experimentally validated via comparisons with the state-of-the-art methods.
AB - We present a near-lighting photometric stereo (NL-PS) system to produce digital bas-reliefs from a physical object (set) directly. Unlike both the 2D image and 3D model-based modelling methods that require complicated interactions and transformations, the technique using NL-PS is easy to use with cost-effective hardware, providing users with a trade-off between abstract and representation when creating bas-reliefs. Our algorithm consists of two steps: normal map acquisition and constrained 3D reconstruction. First, we introduce a lighting model, named the quasi-point lighting model (QPLM), and provide a two-step calibration solution in our NL-PS system to generate a dense normal map. Second, we filter the normal map into a detail layer and a structure layer, and formulate detail- or structure-preserving bas-relief modelling as a constrained surface reconstruction problem of solving a sparse linear system. The main contribution is a WYSIWYG (i.e. what you see is what you get) way of building new solvers that produces multi-style bas-reliefs with their geometric structures and/or details preserved. The performance of our approach is experimentally validated via comparisons with the state-of-the-art methods.
KW - compression algorithms
KW - computational geometry
KW - curves and surfaces
KW - modelling
KW - •Computing methodologies → Shape analysis
UR - http://www.scopus.com/inward/record.url?scp=85068516765&partnerID=8YFLogxK
U2 - 10.1111/cgf.13754
DO - 10.1111/cgf.13754
M3 - Article
AN - SCOPUS:85068516765
SN - 0167-7055
VL - 39
SP - 204
EP - 219
JO - Computer Graphics Forum
JF - Computer Graphics Forum
IS - 1
ER -