Search arXivSearch

arXiv · 2004.14753

Real-World Textured Things: a Repository of Textured Models Generated with Modern Photo-Reconstruction Tools

Abstract

We are witnessing a proliferation of textured 3D models captured from the real world with automatic photo-reconstruction tools. Digital 3D models of this class come with a unique set of characteristics and defects -- especially concerning their parametrization -- setting them starkly apart from 3D models originating from other, more traditional, sources. We study this class of 3D models by collecting a significant number of representatives and quantitatively evaluating their quality according to several metrics. These include a new invariant metric we design to assess the fragmentation of the UV map, one of the main weaknesses hindering the usability of these models. Our results back the widely shared notion that such models are not fit for direct use in downstream applications (such as videogames), and require challenging processing steps. Regrettably, existing automatic geometry processing tools are not always up to the task: for example, we verify that available tools for UV optimization often fail due mesh inconsistencies, geometric and topological noise, excessive resolution, or other factors; moreover, even when an output is produced, it is rarely a significant improvement over the input (according to the aforementioned measures). Therefore, we argue that further advancements are required specifically targeted at this class of models. Towards this goal, we share the models we collected in the form of a new public repository, Real-World Textured Things (RWTT), a benchmark to systematic field-test and compare algorithms. RWTT consists of 568 carefully selected textured 3D models representative of all the main modern off-the-shelf photo-reconstruction tools. The repository is available at http://texturedmesh.isti.cnr.it/ and is browsable by metadata collected during experiments, and comes with a tool, TexMetro, providing the same set of measures for generic UV mapped datasets.

Explore related subjects

Keep this discovery

BibTeXRIS

Andrea Maggiordomo, Federico Ponchio, Paolo Cignoni, Marco Tarini. 2020-04-30. Real-World Textured Things: a Repository of Textured Models Generated with Modern Photo-Reconstruction Tools. https://doi.org/10.1016/j.cagd.2020.101943

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

cs.GR

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.

cs.GR