IP Library Granted Patent US 10,013,801
Granted Patent B2
US 10,013,801 · App. 14/949,686 · Granted Jul 3, 2018

Texturing a 3D modeled object

Inventor: Eloi Mehr (Velizy Villacoublay, FR)
Assignee: Dassault Systemes
G06T17/20G06F17/11G06F17/18G06F17/50G06T7/50G06T15/04G06T15/10G06T2207/10028G06T2207/20076
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Quick Facts
Patent No.
US 10,013,801
App. No.
14/949,686
Granted
Jul 3, 2018
Kind
B2
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.

Claims (302)

1. A computer-implemented method for designing a 3D modeled object representing a real object, comprising:

providing, in a Product Lifecycle Management (PLM) system, a 3D mesh representing the real object and having vertices, a texturing image and a mapping between the vertices of the 3D mesh and pixels of the texturing image, wherein the PLM system is at least one of a Computer-Aided Design (CAD) system, Computer-Aided Engineering (CAE) system, and a Computer-Aided Manufacturing (CAM) system; 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

ψ

f

(

{

L

(

v

i

)

}

i

f

)

)

where:

V is a vector of vertices v i ,

n designates the number of vertices of the 3D mesh and v i designates the vertices of the 3D mesh,

L(v i ) designates a pixel shift to be applied after mapping vertex v i on the texturing image and selected in a predetermined finite set (L),

Z=Σ L(V) exp(−Σ i=1 n φ i ′( L ( v i ))−Σ fϵF ψ f ′({ L ( v i )} iϵf )),

F designates the set of sets of indices of mesh tiles of the 3D mesh,

φ i ′ designates a cost function associated to vertex v i and decreasingly depending on an extent to which the result of applying the pixel shift, selected for vertex v i , after mapping vertex v i on the texturing image respects a predetermined relation between vertices of the 3D mesh and pixels of the texturing image,

ψ f ′ designates a cost function associated to a tile f of the 3D mesh and depending on a global difference between pixel shifts selected for the vertices of tile f,

the maximizing being 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 )=Σ i=1 n φ i ′( L ( v i ))+Σ fϵF ψ f ′({ L ( v i )} iϵf )); and

texturing the 3D mesh according to the texturing image, to the mapping, and to the result of the maximizing.

2. The method of claim 1 , wherein the cost function ψ f ′ is of the form:

ψ f ′({ L ( v i )} iϵf )=Σ {i,j}ϵp(f) ψ i,j ′( L ( v i ), L ( v j )),

where p(f) designates the set of pairs of indices of vertices of tile f, and

wherein the predetermined discrete Markov Random Field optimization scheme is a pairwise discrete Markov Random Field optimization scheme.

3. The method of claim 2 , wherein ψ i,j ′(L(v i ), L(v j )) is of the form

λ

3

(

L

(

v

i

)

-

L

(

v

j

)

1

,

where λ designates a positive scalar.

4. The method of claim 1 , wherein the predetermined relation between vertices of the 3D mesh and pixels of the texturing image amounts to a predetermined relation between 3D curvature values for a vertex of the 3D mesh and distance values to a nearest contour of the texturing image for a pixel of the texturing image.

5. The method of claim 4 , wherein:

3D curvature values (C i ) lower than a predetermined threshold (C) are in the predetermined relation with all distance values (T i (L(v i ))), and 3D curvature values higher than the predetermined threshold are in the predetermined relation with distance values according to an increasing one-to-one correspondence; and

T i (L(v i )) designates the value of a distance transform of the texturing image at the result of applying the pixel shift, selected for vertex v i , after mapping vertex v i on the texturing image, the distance transform being relative to a contour image of the texturing image.

6. The method of claim 5 , wherein φ i ′ is of the form:

φ

i

(

L

(

v

i

)

)

=

1

C

i

>

c

γ

C

i

-

T

i

(

L

(

v

i

)

)

,

where:

1 C i >c designates an indicator function, with C i designating the maximal 3D curvature of vertex v i and c designating a positive scalar, and

γ designates a positive scalar.

7. The method of claim 6 , wherein the contour image is determined with a Canny edge detector applied on the texturing image.

8. The method of claim 6 , wherein the distance transform of the texturing image is determined with a Chamfer mask applied on the texturing image relative to the contour image of the texturing image.

9. The method of claim 1 , wherein the 3D mesh, the texturing image and the mapping are all outputted by a predetermined structure-from-motion analysis scheme applied on the real object, the mapping corresponding to pose camera parameters determined for the texturing image in the structure-from-motion analysis.

10. A non-transitory data storage medium comprising:

a container holding recorded thereon a computer program for designing a 3D modeled object representing a real object,

the computer program including:

providing a 3D mesh representing the real object and having vertices, 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

ψ

f

(

{

L

(

v

i

)

}

i

f

)

)

where:

V is a vector of vertices v i ,

n designates the number of vertices of the 3D mesh and v i designates the vertices of the 3D mesh,

L(v i ) designates a pixel shift to be applied after mapping vertex v i on the texturing image and selected in a predetermined finite set (L),

Z=Σ L(V) exp(−Σ i=1 n φ i ′( L ( v i ))−Σ fϵF ψ f ′({ L ( v i )} iϵf )),

F designates the set of sets of indices of mesh tiles of the 3D mesh,

φ′ i designates a cost function associated to vertex v i and decreasingly depending on an extent to which the result of applying the pixel shift, selected for vertex v i , after mapping vertex v i on the texturing image respects a predetermined relation between vertices of the 3D mesh and pixels of the texturing image,

ψ f ′ designates a cost function associated to a tile f of the 3D mesh and depending on a global difference between pixel shifts selected for the vertices of tile f,

the maximizing being 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 )=Σ i=1 n φ i ′( L ( v i ))+Σ fϵF ψ f ′({ L ( v i )} iϵf )); and

texturing the 3D mesh according to the texturing image, to the mapping, and to the result of the maximizing.

11. A computer system comprising:

a processor coupled to a memory,

the memory having recorded thereon a computer program comprising instructions for designing a 3D modeled object representing a real object, the instructions causing the processor to:

provide a 3D mesh representing the real object and having vertices, a texturing image and a mapping between the vertices of the 3D mesh and pixels of the texturing image; then

maximize a probability P(L(V)) of the form:

P

(

L

(

V

)

)

=

1

Z

exp

(

-

i

=

1

n

φ

i

(

L

(

v

i

)

)

-

f

ψ

f

(

{

L

(

v

i

)

}

i

f

)

)

where:

V is a vector of vertices v i ,

n designates the number of vertices of the 3D mesh and v i designates the vertices of the 3D mesh,

L(v i ) designates a pixel shift to be applied after mapping vertex v i on the texturing image and selected in a predetermined finite set (L),

Z=Σ L(V) exp(−Σ i=1 n φ i ′( L ( v i ))−Σ fϵF ψ f ′({ L ( v i )} iϵf )),

F designates the set of sets of indices of mesh tiles of the 3D mesh,

φ′ i designates a cost function associated to vertex v i and decreasingly depending on an extent to which the result of applying the pixel shift, selected for vertex v i , after mapping vertex v i on the texturing image respects a predetermined relation between vertices of the 3D mesh and pixels of the texturing image,

ψ f ′ designates a cost function associated to a tile f of the 3D mesh and depending on a global difference between pixel shifts selected for the vertices of tile f,

the maximizing being 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 )=Σ i=1 n φ i ′( L ( v i ))+Σ fϵF ψ f ′({ L ( v i )} iϵf )); and

texture the 3D mesh according to the texturing image, to the mapping, and to the result of the maximizing.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Mar 29, 2016
From: MEHR, ELOI
To: DASSAULT SYSTEMES
Reel/Frame 038119/0606 →
Priority Claims (1)
EP 14306986 · Dec 10, 2014 · regional
Continuity (1)
Related Publication 20160171765A1 · Jun 16, 2016
Cited By (1)
US 12,204,828