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abstract
- appearance-based method to model tree bark
surfaces from a single image
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feature specification
- use texton channel analysis(the mesostructures)
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a variant of common bark features
- ironbark
- vertical and horizontal fractures
- tessellation
- furrowed cork
- lenticels
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input
- a bark image
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output
- a textured height field
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Introduction
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surface geometry
- high level: meshes represent gross shape
- medium level: the mesostructure
- low level: bi-directional reflectance functions (BRDFs)
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two main objectives
- can capture a variety of bark features
- easy to use
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key ingredient
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the texton channel analysis
- proposed by Malik et al. [16]
- the bark image is segmented into texton channels
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interactive texture editing technique
- Brooks and Dodgson [2]
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Related Work
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uses textures
- Oppenheimer [18]
- Hart and Baker [8]
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physics-based
- Federl and Prusinkiewicz [6]
- Hirota et al.[9]
- Lefebvre and Neyret[13]
- Terzopoulos and Fleisher[22]
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image-based
- Liu et al [15]
- Rushmeier et al [21]
- Dischler et al. [5]
- Leclerc et al.[12]
- require multiple images
with known illumination.
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Bark Modeling
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framework
- framework of our approach
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bark features
- ironbark
- fracture
- tessellation
- furrowed cork
- lenticel
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examples
- Bark features
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Texton Channels
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the texton channel analysis
- proposed by Malik et al. [16]
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filter
- two phases
- even
- odd
- three scales
- six orientations
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cluster
- For each pixel of I_0 , the filter response is a 36-dimensional data vector.
- clustered using the K-means algorithm
- The resulting K-means centers are the textons of I_0
- we set the number of K-means centers to K = 25
- example
- All 25 Texton channels(K = 25)
- texton channels
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interactly merge channels
- merging texton channels
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Height Field Construction
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UI for building the height field H0
- UI
- Starting with an H0=0 everywhere
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interactively edits the height values of H0
- propagation
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weight mask
- calculated by distance
- other ways
- same weight
- according to the grey-scale value of I0
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Texture Map Construction
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compute the texture map T0 from H0
- construct the texture T0 by dividing the image I0 by N ยท L on a per-pixel basis
- Experimental Results
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Discussion and Future Work
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potential improvement
- start with a better initial guess of H0
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weakness
- difficult in modeling "stringy bark"