Bidirectional Texture Function Analysis and Modelling |
| The ultimate goal of computer graphics is
realtime and accurate simulation of realword objects appearance in virtual
scenes. Bidirectional Texture Function
(BTF) is currently one of the most accurate and affordable way of genuine
materials appearance representation.
What is BTF?
The BTF describes variations of material surface
texture appearance due to varying illumination and viewing
directions. This 6D function is measured by taking a large number of still images for
thousands of combinations of illumination and viewing directions [DEMO].
What is BTF useful for?
Application where accurate + interactive + realistic material appearance is a must:
- Interior design in architecture, automotice industry
etc.
- Visual safety simulation in automotive, airspace industry
etc.
- Digital preservation of culture heritage objects.
Why we cannot use the measured BTF directly?
BTF measurement results in massive datasets (~GBs/material) prohibiting any interactive application and
hence compressed representation providing fast reconstruction and modelling of these huge texture data is inevitable.
Our recent IEEE TPAMI survey article on this topic is available online. BTF compression and modelling was also a main topic of my dissertation thesis Colour Rough Textures Modelling.
See below my past research projects on BTF related topics.
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In this paper a novel BTF compression model is proposed. The model resamples
input BTF data into a parametrization, allowing decomposition of
individual view and illumination dependent texels into a set of
multidimensional conditional probability density functions.
These functions are compressed in turn using a novel multi-level
vector quantization algorithm. The result of this algorithm is a set
of index and scale code-books for individual dimensions. BTF
reconstruction from the model is then based on fast chained indexing
into the nested stored code-books. In the proposed model, luminance
and chromaticity are treated separately to achieve further compression.
The proposed model achieves low distortion and compression ratios 1:233-1:2040,
depending on BTF sample variability. These results compare well with several other
BTF compression methods with predefined
compression ratios, usually smaller than 1:200. We carried out a
psychophysical experiment comparing our method with LPCA method.
BTF synthesis from the model was implemented on a standard GPU, yielded interactive
framerates. The proposed method allows the fast importance sampling required by
eye-path tracing algorithms in image synthesis.
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More: | - To appear in CGF, 2010
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| - Research Report No 2265, UTIA AV CR, 2009
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Psychophysics of Uniform Sampling and
Eye-Tracking of BTFs |
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We employ perceptually-based methods to allow more efficient
handling of BTF data. In the first step we analyse different uniform resampling
by means of a psychophysical study with eleven subjects, comparing original data with rendering of a uniformly
resampled version over the hemisphere of illumination and view dependent
textural measurements. We have found that down-sampling in view and illumination azimuthal angles is less
apparent than in elevation angles and that illumination directions can be
down-sampled more than view directions without loss of visual accuracy. In the second step we analysed subjects gaze
fixation during the experiment. The gaze analysis confirmed resuls from the
experiment and revealed that subjects were fixating at locations aligned with direction of
main gradient in rendered stimuli. As this gradient was mostly
aligned with illumination gradient we conclude that subjects were observing
materials mainly in direction of illumination gradient.
Our results provide interesting insights in human perception of real materials
and show promising consequences for development of more efficient compression and rendering
algorithms using these kind of massive data.
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More: | - ACM TAP 6(4), 2009
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| - ICPR 2010
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| - APGV 2008
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 | The key to providing efficient
compression of BTF is the decision as to how much of the data should be
preserved. We use psychophysical experiments to show that this decision
depends critically upon the material concerned. Furthermore, we develop a
BTF derived metric that enables us to automatically set a material's
compression parameters in such a way as to provide users with a predefined
perceptual quality. We investigate the correlation of three different BTF
metrics with psychophysically derived data. Eight materials were presented
to eleven naive observers who were asked to judge the perceived quality of
BTF renderings as the amount of preserved data was varied. The metric
showing the highest correlation with the thresholds set by the observers was
the mean variance of individual BTF images. This metric was then used to
automatically determine the material-specific compression parameters used in
a vector quantisation scheme. The results were successfully validated in an
experiment with six additional materials and eighteen observers. We show
that using the psychophysically reduced BTF data significantly improves
performance of a PCA-based compression method. On average, we were able to
increase the compression ratios, and decrease processing times, by a factor
of four without any differences being perceived.
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More: | - ACM TOG 27(5),(SIGGRAPH Asia 2008), Article 138
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2D Causal Autoregressive BTF Model |
| A novel fast probabilistic model-based algorithm for
realistic BTF modelling allowing such an efficient compression. Its ultimate aim is to create a visual impression of the same material without a pixel-wise correspondence to the original measurements.
The analytical step of the algorithm starts with the BTF space segmentation and range map estimation of the BTF surface followed by the spectral and spatial factorisation of selected sub-space multispectral texture images. Single monospectral band-limited factors are independently modelled by their dedicated causal autoregressive models. During rendering the corresponding sub-space images of arbitrary size are synthesised and both multispectral and range information is combined in a bump mapping filter of
the rendering hardware according to view and illumination directions.
The presented model offers huge BTF compression ratio unattainable by any
alternative sampling-based BTF synthesis method. Simultaneously this model can
be used to reconstruct missing parts of the BTF measurement space. |
More: | - IEEE TPAMI 29(10), pp.1859-1865, 2007

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| - Inter. Jour. of Computer Math. 84(9), pp.1267-1283, 2007

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| - ICIAR 2004 (LNCS 3212)

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Extended pixel-wise Lafortune Model of BTF |
| This model is based on modified and extended Lafortune reflectance model computed per each texel. The extension consist in adding a few spectral parameters for each BTF image which are linearly estimated according to original data in second estimation step. A model parameters are computed for every view reflectance field contained in original BFT data. The final memory BTF data storage demands are with using of this technique reduced in ratio 1:15 when the synthetised images are almost indiscernible from originals. The method is universal, robust and easily implementable in a graphical hardware.
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More: | - TEXTURE 2005

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| - ICPR 2004

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| - ERCIM News 62, pp.49-50, 2005

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3D Causal Autoregressive BTF Model |
| A novel efficient probabilistic model-based method for multispectral BTF texture compression is capable of seamless BTF space enlargement. The analytical step of the algorithm starts with BTF texture surface estimation followed by the spatial factorization of an input multispectral texture image. Single band-limited factors are independently modelled by their dedicated 3D causal autoregressive models. We estimate an optimal contextual neighbourhood and parameters for each model. Finally the synthesized multiresolution multispectral texture pyramid is collapsed into the required size fine resolution synthetic smooth texture. Resulting BTF is combined in a displacement map filter of the rendering hardware using both multispectral and range information, respectively. The presented model offers immense BTF texture compression ratio which cannot be achieved by any other sampling-based BTF texture synthesis method.
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More: | - Inter. Jour. of Computer Math. 84(9), pp.1267-1283, 2007

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| - IWICPAS 2006 (LNCS 4153)

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| - ICPR 2004

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Gaussian-Markov Random Field BTF Model |
| This work presents a fast model-based algorithm for realistic multispectral BTF texture model. The algorithm starts with surface range-map estimation from one texture image based on shape from shading technique. The estimated range-map is finally combined with probabilistic smooth synthetic texture. Synthetic BTF image is rendered according surface range-map for required view and illumination angle. The presented model offers huge BTF texture compression ratio which cannot be achieved by any other sampling-based BTF texture synthesis method (only one range map and about hundred of real numbers have to be stored). It is possible to generate BTF texture of arbitrary size in case when also the range map is modelled. |
More: | - TEXTURE 2003

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Dynamic Textures and Video Sequences Analysis and Modelling |
 | Dynamic textures and video sequences represent challenging 3D datasets comprising mutually dependent spatial and temporal information. Some of effects present in such a data are typical and may be analysed and exploited for variety of image processing tasks. See below my past research projects on this topic.
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Automatic Temporal Segmentation of Videosequences |
 | With significantly increasing number of archived movie sequences raises a need of their automatic indexation and annotation. Robust and fast temporal segmentation of video sequences is one of the challenging research topics in this area. In this paper we propose a new temporal segmentation method of the video sequences based on PCA approach.
Contrary to standard approaches based on histogram or motion field analysis
the proposed method does not require any such a complex analysis.
The method starts with sparse greyscale sampling and eigen-analysis of input
sequence. A sum of absolute derivatives of temporal mixing coefficients of main eigen-images is then used as cuts detection feature, while dissolve transitions are detected by means of coefficients' specific behaviour. The functionality of the method was successfully tested on number of sequences ranging from artificial set of similar dynamic textures to professional documentary movies.
Although, the results may not be unexpected, we believe that proposed method
provides novel, very fast and reliable way of movie cuts detection.
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More: | - ICPR 2008
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Fast Probabilistic Model of
Colour Dynamic Textures |
 | Textural appearance of many real word materials is not static but shows progress in time. If such a progress is spatially and temporally homogeneous these materials can be represented by means of dynamic texture (DT). DT modelling is a challenging problem which can add new quality into computer graphics applications. We propose a novel hybrid method for colour DTs modelling. The method is based on eigen-analysis of DT images and subsequent preprocessing and modelling of temporal interpolation eigen-coefficients using a causal auto-regressive model. The proposed method shows good performance for most of tested DTs, which depends mainly on properties of the original sequence. Moreover, this method compresses significantly the original data and enables extremely fast synthesis of artificial sequence, which can be easily performed by the means of contemporary graphics hardware.
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More: | - ICPR 2006

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| - ERCIM News 66, pp.53-54, 2006

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Model-Based Restoration of Colour Movie Scratches |
 | This work presents a new type of scratch
removal algorithm based on a causal adaptive multidimensional multitemporal
prediction. The predictor use available information from the neighbourhood of a
missing multispectral pixel due to spectral, temporal and spatial correlation of
video data but not any information from the failed pixel itself. The model
assumes white Gaussian noise in each spectral layer, but layers can be mutually
correlated. A significant improvement of the 3D model performance is obtained if
the temporal information is included, i.e., using the 3.5D causal AR model. Such
information is natural to obtain from previous or/and following frame(s) for
which we know all necessary data, due to high between-frame temporal
correlation. Thanks to this we can treat data from different frames (specified
by the contextual neighbourhood) in the same way, so we attach to each data
information about its shift according to predicted pixel placement. The
contextual neighbourhood has to be causal (in the reconstructed frame lattice
subspace) . It means that the predictor can use only data from the model
history. Then if we assume normal-Wishart parameter prior the predictor has
analytical (not iterative) solution.
Image sequence restoration was also the main topic of my diploma thesis Colour Movies Scratch Restoration. |
More: | - ICPR 2002

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