研究3D模型纹理与几何对人眼注意力的影响,提升视觉真实感。
Textured Mesh Saliency: Bridging Geometry and Texture for Human Perception in 3D Graphics
- 将三角面片视为独立单元,融合纹理与几何信息预测注意力分布。
- 在6自由度VR环境下采集多视角眼动数据,构建新标注数据集。
- 适用于游戏、VR等实时渲染场景,优化视觉资源分配效率。
带有纹理的网格通过将复杂细节映射到3D模型的几何结构上,显著提升了物体的真实感与细节表现,在娱乐、教育和工业领域均有广泛应用。传统网格显著性研究集中于无纹理网格,而本文探索了精细纹理模式带来的新挑战。我们提出一个新的纹理网格显著性数据集,基于六自由度(6-DOF)VR环境中的创新眼动实验构建。该数据集克服了以往研究在多视角眼动数据覆盖上的局限,深化了对人类视觉行为的理解,并支持更精准高效的3D内容创作。所提出的模型将每个三角面片视为独立单元,为局部表面区域分配显著性密度值,以反映其重要性。模型包含纹理对齐模块与几何提取模块,并通过聚合模块整合纹理与几何信息,实现精确的显著性预测。我们认为该方法可增强几何处理算法的视觉保真度,同时确保计算资源的高效利用,对于实时渲染及高细节应用(如VR、游戏)具有重要意义。
原文摘要 · Abstract (English)
Textured meshes significantly enhance the realism and detail of objects by mapping intricate texture details onto the geometric structure of 3D models. This advancement is valuable across various applications, including entertainment, education, and industry. While traditional mesh saliency studies focus on non-textured meshes, our work explores the complexities introduced by detailed texture patterns. We present a new dataset for textured mesh saliency, created through an innovative eye-tracking experiment in a six degrees of freedom (6-DOF) VR environment. This dataset addresses the limitations of previous studies by providing comprehensive eye-tracking data from multiple viewpoints, thereby advancing our understanding of human visual behavior and supporting more accurate and effective 3D content creation. Our proposed model predicts saliency maps for textured mesh surfaces by treating each triangular face as an individual unit and assigning a saliency density value to reflect the importance of each local surface region. The model incorporates a texture alignment module and a geometric extraction module, combined with an aggregation module to integrate texture and geometry for precise saliency prediction. We believe this approach will enhance the visual fidelity of geometric processing algorithms while ensuring efficient use of computational resources, which is crucial for real-time rendering and high-detail applications such as VR and gaming.
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