HIGH QUALITY TEXTURE MAPPING PROCESS AIMED AT THE OPTIMIZATION OF 3D STRUCTURED LIGHT MODELS
This article presents the evaluation of a pipeline to develop a high-quality texture mapping implementation which makes it possible to carry out a semantic high-quality 3D textured model. Due to geometric errors such as camera parameters or limited image resolution or varying environmental parameters, the calculation of a surface texture from 2D images could present several color errors. And, sometimes, it needs adjustments to the RGB or lightness information on a defined part of the texture. The texture mapping procedure is composed of mesh parameterization, mesh partitioning, mesh segmentation unwraps, UV map and projection of island, UV layout optimization, mesh packing and mesh baking. The study focuses attention to the mesh partitioning that essentially assigns a weight to each mesh, which reveals a mesh’s weight calculated by considering the flatness and distance of the mesh with respect to a chart. The 3D texture mapping has been developed in Blender and implemented in Python. In this paper we present a flowchart that resumes the procedure which aims to achieve a high-quality mesh and texture 3D model starting from the 3D Spider acquire, integrated with the SfM texture and using the texture mapping to reduce the color errors according to a semantic interpretation.