Main Drawing Area is used to display photographs, 3D models and various kinds of objects. Above the Main Drawing Area, there are several interactive tools whose names are shown in the figure I.2.
figure I.2
Menu Tabs consists of seven menu tabs. Each tab corresponds to
an operation mode. When you start Photo3D, the File tab is selected
as default and its children menu buttons are shown.
Tool Bar consists of three menu buttons. They are used in common
in multiple operation modes.
Prefix Window is used to modify behaviors of various kinds of
operations by entering a numerical value in it. For example, by setting
a value 0.01 in it the mouse cursor gains as 1/100 distance compared to
the default setting value 1.0, thus enables you to operate precisely.
Thumbnail Window shows the list of photographs you are working
with. Bright blue rectangle indicates that the enclosed photo is selected
for the current work. The original counterpart is displayed in the main
drawing area.
In Message Window prompt messages and error messages are displayed. Error messages are shown in red, accompanied with a sound of warning.
Example:
Some of seven modes have its submodes. Menu buttons corresponding
to submodes are grouped together and enclosed in a bevel to indicate they
are submode group. Only one of them can be selected at a time.
A project is saved as a project file and related graphic image files, which are copies of source photo data and texture files. A project file has file name extension ".p3d". Related graphic files have extensions such as ".jpg" or ".bmp" depending on the format type. They are saved in the same directory as the project file and have automatically generated names which are related to the project file name.
For example, if you have added a photo with file name "photo1.bmp" and
save the project as "proj1", then the project file is saved as "proj1.p3d"
and copy of the source photo data as "proj1_photo1.bmp". If you have defined
texture mapping, the texture files are saved as "proj1_001.bmp", "proj1_002.bmp",
...
If you have defined textures, they are output as JPEG files in the same
directory as the VRML file with related file names. For example, if you
export the project with name "vr1", then the texture files get the names
"vr1_001.jpg", "vr1_002.jpg", ..., while VRML file is named "vr1.wrl".
You can change this default type to another one, using "Options" dialog which is invoked by the Options button.
We assume there are some hints in the photo which suggest the orientation of the supposed coordinate system in the real world. At least two lines are needed in the photo as hints for each of the three coordinate axes. In the real world the pair of lines must be parallel to the corresponding axis. The longer, the better. The more distant each other, the better.
Basic operations in Calibration Mode
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figure 2.1 |
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There are seven menu buttons in the Calib tab.
The "auto" mode takes effect only when a frame line is dragged,
and affects only on the pair which the dragged frame line belongs to.
2.6
Examine Mode
If you create a 3D model from only one photo, you don't need this step. You can go to modeling mode immediately after finishing calibration. However, if you use two or more photos, this step is needed in order to keep consistency among multiple camera angles.
Even in the case of multiple photos, the first photo can be processed
without this step. Modeling can be done after calibration. Create a few
polygons using the first photo. Then for each additional photo, do the
positionning before modeling.
Specifying positional information
In calibration step, we have determined merely the directions of the three axes of the coordinate system. We have specified nothing about the origin nor coordinate value of any points. Thus, we have to give clues to the program, so that it can display the 3D model in a correct way overlapped against each photo as background.
For example, Figure 3.1 is an instance of modeling process. Two polygons have been created using a photo of the upper half of a building.
Figure 3.1
Let's move to the second photo to create the lower half of the building.
If we go to the modeling mode immediately after calibrating the second
photo, a scene like Figure 3.2 is displayed. The two polygons of the upper
half is shifted aginst the background image as opposed to the correct position
as shown in Figure 3.3. Correcting this shift is one of the purposes of
this step.
![]() Figure 3.2 |
![]() Figure 3.3 |
Orientation of the model
Suppose we have corrected the shift and added two polygons as the lower half of the building as shown in Figure 3.4.
Figure 3.4
If we try to work with the third photo of the building taken from a different angle, a scene like Figure 3.5 will be shown.
![]() Figure 3.5 |
![]() Figure 3.6 |
Putting the orientations in order is another purpose of the positionning
step.
The task of this step is creating a 3D model with the aid of background image. Needless to say, we must specify 3 dimensional information, rather than merely tracing on the image two dimensionally. A user interface element named "#-cursor" will help you to perform this task using the calibrated data.
Creating elements
Menu buttons 4.1- 4.5 above are all related to positionning of the "#-cursor". Buttons which actually creates elements are explained below.
There are two ways for specifying the texture resolution:
A texture is a rectangluar shaped image data which covers the polygon in question. Texture size is the width and height of the rectangle measured in number of texels. Larger texture size enables finer texture mapping.
By Physical Resolution
Here, "physical" means the world coordinate system in which the 3D model is defined. Physical resolution is the number of texels contained in unit length of the coordinate system.
A texture defined by this way has the proper aspect ratio. For example, a square window placed on a wall is square also on the texture image data. Moreover, textures defined using the same resolution have the same scaling factor. Thus a window on a blurred texture can be replaced by a window of the same size on another clearer texture, if any, using an image editing software**. You can make a paper model of a building by printing out the correctly scaled textures, for example.
** For example if your system is in Windows standard configulation,
"Paint" can be used as the tool for this purpose. It is invoked from Start-menu/Program/Accessories.
For more precise description of effective resolution, suppose a line segment of unit length which is parallel to the screen. Effective resolution is the length of this line segment measured in number of pixels on the screen.
Effective resolutions at the nearest point and at the farthest point are shown on the dialog box as indicators. A resolution value which exceeds that of the nearest point only wastes system resources without improving the image quality.
Largest texture
The sizes measured in texels of the widest, the highest
and of maximum area (width x height) are shown as indicators.
Texel Size
Texels can be thought as square tiles to be spread over to fill the
surface of a polygon. Texel size is the dimension of a tile measured in
world coordinate system. It is the reciprocal number of the physical resolution
"texels per unit length".
"2 n round up" option is intended to be used for OpenGL applications which require texture sizes to be power of 2. The calculated size for a texture is rounded up to the nearest larger integer of power of 2. If the calculated texture size for a polygon is 65 x 150, for example, it is rounded up to 128 x 256. The whole rectangle area is used as texture image in order to get the maximum resolution. Thus the aspect ratio is no longer kept.
Enter an arbitrary value of distortion coefficient (such as 0.1 for example) in the text window, then the red center line gets distorted as shown in Figure C. Regulate the value so that the curved red line fits the target line in the image.
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Figure A | Figure B | Figure C | Figure D |