3D Texturing via Frequency Separation and Depth Buffering

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Solution Overview

Problem

Current 3D modeling techniques, such as per-vertex color methods, result in low detail and unrealistic models due to low color resolution, and existing texture creation algorithms face challenges in handling illumination differences and computational efficiency, especially on mobile devices.

Innovation Solution

The method involves separating captured images into low and high frequency components, accumulating these components, and combining them to create a texture for 3D models, using techniques like frequency separation and depth buffering to enhance color detail and computational efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If per-vertex color methods are used for 3D modeling, then the modeling process is simple, but the color resolution is low and the model lacks realism

Engineering Contradiction:
Improvemodeling process simplicityVSAvoidcolor resolution
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

Solution Approach 1:

The patent segments the color information representation from the geometric mesh structure. Instead of assigning colors only to vertices, it introduces a separate texture image that is mapped onto the mesh surface. This segmentation allows high-resolution color information to be stored in the texture image while keeping the mesh structure simple, thereby resolving the contradiction between modeling simplicity and color resolution.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If traditional texturing methods are used, then color quality is improved, but handling illumination differences becomes computationally complex

Engineering Contradiction:
Improvecolor qualityVSAvoidalgorithm complexity for handling illumination
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent extracts illumination information from the input images and separates it from the reflectance (color) information. By taking out the illumination component, the method can work with illumination-independent or illumination-normalized images for texturing, thereby improving color quality while reducing the complexity of handling illumination variations during the texturing process.

Inventive Principle:
Principle #2Taking out (Extraction)

3Manufacturing precision

If high-quality texturing is implemented, then model realism is improved, but computational efficiency decreases especially on mobile devices

Engineering Contradiction:
Improvemodel realismVSAvoidcomputational efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent performs preliminary processing of the input images before texturing, including illumination normalization and frequency component separation. By preparing the images in advance with reduced illumination variations and organized frequency components, the actual texturing process becomes computationally more efficient, especially when running on mobile devices, while still achieving high model realism.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11348303B2Methods, devices, and computer program products for 3D texturing
Publication Date: 2022.05.31 SONY GROUP CORP
  • US11348303B2 patent drawing
  • US11348303B2 patent drawing
  • US11348303B2 patent drawing

AI summary

Methods of creating a texture for a three-dimensional (3D) model using frequency separation and/or depth buffers are provided. Frequency separation may include splitting one or more images each into higher frequency components (which includes finer details such-as facial pores, lines, birthmarks, spots, or other textural details) and lower frequency components (such as color or tone). Depth buffering may include storing higher frequency components of the images within a depth buffer based on a distance of a corresponding vertex in the 3D model from the camera coordinate system, and then, using the closest pixel to the camera. This pixel likely has a highest amount of sharpness or detail. The lower frequency components can be averaged to account for illumination differences, but because the high frequency components have been separated, detail in the final texture may be preserved. Related devices and computer program products are also provided.