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Section 6.6  Notes  194


                                 Applications for shape from texture have been largely absent, explaining its
                            status as a minority interest. However, we believe that image-based rendering of
                            clothing is an application with substantial promise. Cloth is difficult to model
                            for a variety of reasons. It is much more resistant to stretch than to bend: this
                            means that dynamical models result in stiff differential equations (for example,
                            see (Terzopolous et al. 1987)) and that it buckles in fine scale, complex folds (for
                            example, see (Bridson et al. 2002)). However, rendering cloth is an important
                            technical problem, because people are interesting to look at and most people wear
                            clothing. A natural strategy for rendering objects that are intrinsically difficult to
                            model satisfactorily is to rearrange existing pictures of the objects to yield a render-
                            ing. In particular, one would wish to be able to retexture and reshade such images.
                            Earlier work on motion capturing cloth used stereopsis, but faced difficulties with
                            motion blur and calibration (Pritchard 2003, Pritchard and Heidrich 2003). More
                            recent work prints a fine pattern on the cloth (White et al. 2007), or uses volume
                            intersections (Bradley et al. 2008b). We believe that, in future, shape from texture
                            methods might make it possible to avoid some of these problems.

                     PROBLEMS
                                 6.1. Show that a circle appears as an ellipse in an orthographic view, that the minor
                                     axis of this ellipse is the tilt direction, and that the aspect ratio is the cosine
                                     of the slant angle.
                                 6.2. We will study measuring the orientation of a plane in a perspective view, given
                                     that the texture consists of points laid down by a homogeneous Poisson point
                                     process. Recall that one way to generate points according to such a process is
                                     to sample the x and y coordinate of the point uniformly and at random. We
                                     assume that the points from our process lie within a unit square.
                                     (a) Show that the probability that a point will land in a particular set is
                                         proportional to the area of that set.
                                     (b) Assume we partition the area into disjoint sets. Show that the number of
                                         points in each set has a multinomial probability distribution.
                                     We will now use these observations to recover the orientation of the plane. We
                                     partition the image texture into a collection of disjoint sets.
                                     (c) Show that the area of each set, backprojected onto the textured plane,is a
                                         function of the orientation of the plane.
                                     (d) Use this function to suggest a method for obtaining the plane’s orientation.

                     PROGRAMMING EXERCISES
                                 6.3. Texture synthesis: Implement the non-parametric texture synthesis algo-
                                     rithm of Algorithm 6.4. Use your implementation to study:
                                     (a) the effect of window size on the synthesized texture;
                                     (b) the effect of window shape on the synthesized texture; and
                                     (c) the effect of the matching criterion on the synthesized texture (i.e., using
                                         a weighted sum of squares instead of a sum of squares, etc.).
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