The present invention relates to three dimensional graphics. More specifically, the present invention relates to generating texture maps using orthographic projections.
Recently, a novel method to compress volumetric content, such as point clouds, based on projection from 3D to 2D is being standardized. The method, also known as V3C (visual volumetric video-based compression), maps the 3D volumetric data into several 2D patches, and then further arranges the patches into an atlas image, which is subsequently encoded with a video encoder. The atlas images correspond to the geometry of the points, the respective texture, and an occupancy map that indicates which of the positions are to be considered for the point cloud reconstruction.
In 2017, MPEG had issued a call for proposal (CfP) for compression of point clouds. After evaluation of several proposals, currently MPEG is considering two different technologies for point cloud compression: 3D native coding technology (based on octree and similar coding methods), or 3D to 2D projection, followed by traditional video coding. In the case of dynamic 3D scenes, MPEG is using a test model software (TMC2) based on patch surface modeling, projection of patches from 3D to 2D image, and coding the 2D image with video encoders such as HEVC. This method has proven to be more efficient than native 3D coding, and is able to achieve competitive bitrates at acceptable quality.
Due to the success for coding 3D point clouds of the projection-based method (also known as the video-based method, or V-PCC), the standard is expected to include in future versions further 3D data, such as 3D meshes. However, current version of the standard is only suitable for the transmission of an unconnected set of points, so there is no mechanism to send the connectivity of points, as it is required in 3D mesh compression.
Methods have been proposed to extend the functionality of V-PCC to meshes as well. One possible way is to encode the vertices using V-PCC, and then the connectivity using a mesh compression approach, like TFAN or Edgebreaker. The limitation of this method is that the original mesh has to be dense, so that the point cloud generated from the vertices is not sparse and can be efficiently encoded after projection. Moreover, the order of the vertices affect the coding of connectivity, and different method to reorganize the mesh connectivity have been proposed. An alternative way to encode a sparse mesh is to use the RAW patch data to encode the vertices position in 3D. Since RAW patches encode (x,y,z) directly, in this method all the vertices are encoded as RAW data, while the connectivity is encoded by a similar mesh compression method, as mentioned before. Notice that in the RAW patch, the vertices may be sent in any preferred order, so the order generated from connectivity encoding can be used. The method can encode sparse point clouds, however, RAW patches are not efficient to encode 3D data, and further data such as the attributes of the triangle faces may be missing from this approach.
UVAtlas from Microsoft is the state-of-the-art automatic texture map generation, but requires a significant amount of time, and does optimization for a local frame only. V-PCC generates patches using orthographic projections, but targets point clouds only, so it does not address patch generation for meshes.
The generation of a texture map using orthographic projections is performed in a fast and efficient manner. A method to generate texture maps taking significantly less time and also allowing maps to exploit the correlation between content of different frames in time is described herein. The texture mapping is able to be used for automatic generation of volumetric content or for more efficient compression of dynamic meshes. The texture map generation described herein includes ways to generate a texture atlas using orthographic projections. A novel stretch metric for orthographic projections is described, and a merging algorithm is devised to optimally cluster triangles into a single patch. Additionally, packing techniques are able to be used for mesh patches that try to optimize size and temporal stability.
In one aspect, a method programmed in a non-transitory memory of a device comprises generating patches from dynamic mesh information and packing the patches on a texture atlas using orthographic projections. Generating the patches from dynamic mesh information further comprises: generating a list of adjacent triangles, calculating triangle properties, adding neighboring triangles, checking for vertex occlusion and checking for surface occlusion. Generating the list of adjacent triangles comprises adding triangles that share a vertex with a triangle to the list. Generating the list of adjacent triangles comprises adding triangles that share an edge with a triangle to the list. Calculating the triangle properties comprises calculating a normal and a surface area of each triangle. The method further comprises selecting a seed triangle whose normal is most aligned with a most frequent orientation that has not been added to a patch. The method further comprises merging the patches based on a calculated cost, wherein the calculated cost is based on a perimeter of the patches and an ortho stretch value. Packing the patches on the texture atlas using orthographic projections comprises implementing frame scaling, patch orientation and temporal stabilization.
In another aspect, an apparatus comprises a non-transitory memory for storing an application, the application for: generating patches from dynamic mesh information and packing the patches on a texture atlas using orthographic projections and a processor coupled to the memory, the processor configured for processing the application. Generating the patches from dynamic mesh information further comprises: generating a list of adjacent triangles, calculating triangle properties, adding neighboring triangles, checking for vertex occlusion and checking for surface occlusion. Generating the list of adjacent triangles comprises adding triangles that share a vertex with a triangle to the list. Generating the list of adjacent triangles comprises adding triangles that share an edge with a triangle to the list. Calculating the triangle properties comprises calculating a normal and a surface area of each triangle. The application is further configured for selecting a seed triangle whose normal is most aligned with a most frequent orientation that has not been added to a patch. The application is further configured for merging the patches based on a calculated cost, wherein the calculated cost is based on a perimeter of the patches and an ortho stretch value. Packing the patches on the texture atlas using orthographic projections comprises implementing frame scaling, patch orientation and temporal stabilization.
In another aspect, a system comprises one or more cameras for acquiring three dimensional content and an encoder configured for: generating patches from dynamic mesh information and packing the patches on a texture atlas using orthographic projections. Generating the patches from dynamic mesh information further comprises: generating a list of adjacent triangles, calculating triangle properties, adding neighboring triangles, checking for vertex occlusion and checking for surface occlusion. Generating the list of adjacent triangles comprises adding triangles that share a vertex with a triangle to the list. Generating the list of adjacent triangles comprises adding triangles that share an edge with a triangle to the list. Calculating the triangle properties comprises calculating a normal and a surface area of each triangle. The encoder is further configured for selecting a seed triangle whose normal is most aligned with a most frequent orientation that has not been added to a patch. The encoder is further configured for merging the patches based on a calculated cost, wherein the calculated cost is based on a perimeter of the patches and an ortho stretch value. Packing the patches on the texture atlas using orthographic projections comprises implementing frame scaling, patch orientation and temporal stabilization.
Meshes are composed of a set of polygons usually describing a surface of a volume. An efficient way to describe the surface properties of a mesh (for instance, its color characteristics) is to generate a texture atlas that maps the properties of the 3D surface onto a 2D surface. However, mapping 3D surfaces onto 2D is a non-trivial problem, and state-of-the-art methods such as UVAtlas from Microsoft resorts to time consuming optimizations to find appropriate cuts in the mesh and mapping using surface harmonics. In the latest international point cloud compression standard, texture map images are being generated for point clouds using orthographic projections. While the texture map images are easy to generate, the texture map images are used for point clouds only, so they do not consider the connectivity structure present in meshes. A method described herein is able to generate texture images for meshes that uses orthographic projections, similar to what is used in the V-PCC standard. The texture mapping is able to be used for automatic generation of volumetric content or is able to be used for more efficient compression of dynamic meshes.
The texture map generation described herein includes ways to generate a texture atlas using orthographic projections. A novel stretch metric for orthographic projections is described, and a merging algorithm is devised to optimally cluster triangles into a single patch. Additionally, packing techniques are able to be used for mesh patches that try to optimize size and temporal stability.
Texture map generation using orthographic projections includes patch generation and patch packing. Patch generation includes seed selection using connected components (e.g., triangles that share an edge/vertices); orthoStretch: a projections distortion measurement for orthographic projections; and a rate-distortion based merge algorithm using orthoStretch and patch perimeter. Patch packing includes: frame/patch scaling, patch rotation, and temporal alignment.
Generating the patches includes generating connected components in the step 110, and projection, in the step 130.
Generating the connected components includes: generating a list of adjacent triangles, in the step 112; for each triangle, triangle properties are calculated, in the step 114; a seed (triangle) is chosen, in the step 116; neighbors are added from adjacent triangles depending on criteria, in the step 118; after looking at all of the adjacent triangles, if there are any triangles that cannot be added to the patch, the process resumes with a different seed (triangle), in the step 116; and when there are no remaining triangles, then the patches are merged to generate big surfaces of connected triangles, in the step 120. Projection is the performed which includes: checking for vertex occlusion, in the step 132, and checking for surface occlusion, in the step 134. If there is any vertex occlusion or surface occlusion, then the triangle is removed from the patch and included with a different patch.
To add neighboring triangles to a list, the following criteria is checked: if the triangle's category is the same as the connected component orientation; if the angle between the last inserted normal and the current normal is smaller than a certain threshold; if the area of the patch is smaller than a fraction of the total area; and if the number of triangles is smaller than a threshold. In some embodiments, a neighboring triangle is only added to the list if all of the above criteria are true.
A merge function merges neighboring connected components depending on the cost, based on the perimeter of the connected components and ortho stretch (e.g., the stretch caused by orthographic projection). The merge algorithm starts by generating an ordered list of connected components. The list is ordered by 1) smallest number of triangles, and 2) average normal (weighted by the triangle area) most aligned with the orientation. Each connected component starts with a cost: COST(Mi)=L2(Mi)+λPERIMETER(Mi), wherein Mi is the connected component; L is the rate distortion; and λ is a parameter to provide weight between the rate distortion and the perimeter. If λ is 0, then the perimeter is not considered in the cost, and if the λ is a very high value, then only the perimeter is considered in the cost, and the rate distortion is irrelevant. Furthering the example, if very few bits are available, then distortion is not as important, and a very large value is used for λ. If quality is very important, then λ is 0 or very small, and to minimize the cost, the distortion is minimized.
While the list is not empty, the following steps are performed:
Given the above, it is possible to get the Jacobian of the function. By decomposing the Jacobian into the eigenvalues and eigenvectors, the stretch (e.g., size reduction of triangle from 3D space to 2D space) is able to be determined. The stretch is a ratio between the areas in 3D space and 2D space. In some embodiments, the areas are precalculated, so that the stretch is able to be calculated preemptively or quickly.
largest (δ) and smallest (Y) singular values:
triangle stretch L2XY, L2XZ, L2ZY:
mesh L2 stretch:
where LP
where adjustment is the scaling value (e.g., 10%), BB are dimensions of the bounding box 900, height is the height of the texture map 902, and occRes is occupancy resolution. The occupancy resolution is a resolution of blocks of 16×16 (or another size) instead of pixel by pixel.
In the exemplary image, BBy is the largest dimension, so the height of the texture map is set close to or the same as the height of BBy. However, sometimes the patches are too big to fit in the texture map. When the patches are too big, then every patch is scaled down by 10%. If the scaled patches still do not fit in the texture map, then the patches are scaled down by another 10%, and the process loops until the patches fit the texture map.
For each patch, the patch scale, orientation and position are able to be adjusted. Patch scaling is able to be performed in addition to the frame scaling to adapt the texture size on a per-patch basis. Patch scaling enables for specific areas with greater details (e.g., face) to use more texture space. In an exemplary implementation, if params.bPatchScaling=true, then the initial size of the patch is doubled (or increased by another amount). If the patch cannot be packed, then its size is reduced by 10%. If the total size reduction surpasses 50% of the size of the patch, then the packing is deemed to have failed, and a new frame scaling is calculated.
The texture map coordinates may be derived by applying the following transforms:
In some embodiments, the texture map generation using orthographic projections application(s) 1230 include several applications and/or modules. In some embodiments, modules include one or more sub-modules as well. In some embodiments, fewer or additional modules are able to be included.
Examples of suitable computing devices include a personal computer, a laptop computer, a computer workstation, a server, a mainframe computer, a handheld computer, a personal digital assistant, a cellular/mobile telephone, a smart appliance, a gaming console, a digital camera, a digital camcorder, a camera phone, a smart phone, a portable music player, a tablet computer, a mobile device, a video player, a video disc writer/player (e.g., DVD writer/player, high definition disc writer/player, ultra high definition disc writer/player), a television, a home entertainment system, an augmented reality device, a virtual reality device, smart jewelry (e.g., smart watch), a vehicle (e.g., a self-driving vehicle) or any other suitable computing device.
To utilize the texture map generation using orthographic projections method, a device acquires or receives 3D content (e.g., point cloud content). The texture map generation using orthographic projections method is able to be implemented with user assistance or automatically without user involvement.
In operation, the generation of a texture map using orthographic projections is performed in a fast and efficient manner. Nowadays, texture map generation relies in a complicated optimization to reduce mapping distortion and texture seams. However, such procedure is not suitable for real-time applications, and is usually performed on a frame-by-frame basis, meaning that it does not exploit the temporal correlation between texture maps. Described herein is a method to generate texture maps taking significantly less time and also allowing maps to exploit the correlation between content of different frames in time. The texture mapping is able to be used for automatic generation of volumetric content or is able to be used for more efficient compression of dynamic meshes.
The present invention has been described in terms of specific embodiments incorporating details to facilitate the understanding of principles of construction and operation of the invention. Such reference herein to specific embodiments and details thereof is not intended to limit the scope of the claims appended hereto. It will be readily apparent to one skilled in the art that other various modifications may be made in the embodiment chosen for illustration without departing from the spirit and scope of the invention as defined by the claims.
This application claims priority under 35 U.S.C. § 119(e) of the U.S. Provisional Patent Application Ser. No. 63/378,565, filed Oct. 6, 2022 and titled, “ORTHOATLAS: TEXTURE MAP GENERATION FOR DYNAMIC MESHES USING ORTHOGRAPHIC PROJECTIONS,” which is hereby incorporated by reference in its entirety for all purposes.
Number | Date | Country | |
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63378565 | Oct 2022 | US |