The virtual worlds in computer games provide a realistic backdrop to the action. But step too close and the effect is lost – you'll see that textures and patterns are usually displayed on flat surfaces that look dull and artificial.
A simpler way to add depth to textured surfaces could change that.
The new technique can reconstruct the depth of a surface simply by taking two photos of it – one with a flash and one without (see video, right). Merely analysing the resulting shading patterns can capture the surface's 3D texture.
Until now making realistic textures required the use of bulky and expensive laser scanners, says Mashhuda Glencross at the University of Manchester, UK. And the process is really time-consuming, she adds.
Glencross and the Manchester team worked with Gregory Ward at Dolby Canada in Vancouver to develop their quick and cheap alternative.
At the heart of the technique is the assumption that the brightness of a pixel in the image is related to its depth in the real scene. Parts of the surface deep in a crack or pit receive light from a restricted area of the sky, and appear relatively dark.
By contrast, protruding parts of the surface receive more light and appear brighter in a photo.
But the colour of the surface also affects its brightness in a photo. With the same illumination, light-coloured spots appear brighter than dark ones.
Taking a photo using the flash removes that effect. The surface is flooded with light and the camera can record the true colour of every part it can see, even those in cracks and pits.
The flashlight image is paired up with a photo taken without extra lighting. Software then compares the brightness of every matching pair of pixels in the two images and calculates how much of a pixel's brightness is down to its position, and how much is due to its colour.
That information is used to produce a realistic rendering of a surface's texture. By altering the direction of illumination on the virtual surface the system can generate realistic shadow effects.
To test the realism of the results, the researchers asked 20 volunteers to compare images of a surface made using two photos to versions of the same surface rendered using lasers. The volunteers couldn't tell the difference.
The new technique is already being used to add depth and realism to the ancient carvings that will appear in Maya Skies – a full-dome digital projection for planetariums that tells the story of the Mayan people. Maya Skies will be released in 2009.
Glencross and Ward presented their results at the SIGGRAPH conference in Los Angeles last week.
By Face
Wed Aug 27 16:23:49 BST 2008
Class number 4. Bump maps. Nothing exciting. The statement about having to manually create depth in video game models... Is she saying that all depth on a character in modern games like gears of war and MGS4 are all created manually? So all the wrinkles in their faces are all full polygon models? With meshes that are hundreds of thousands of points in a characters face alone? So, my 400$ gaming system has to process all those points on the fly making it more powerful than a program on a 5000$ with an equally expensive 3d modelling program where all those points would have to be rendered frame by frame? This method has been in use by 3d artists for ages by the way. I learned it from a co-worker in my "basic training" of Blender. Or maybe I don't really get it, it is a truly "new and exciting" method and these college kids are geniuses and are going to put the idiots like me and the gods at ILM out of their jobs.By Jerkface
Wed Aug 27 17:39:48 BST 2008
Did you intend to come across as a smug shithead in your comment?By Face
Wed Aug 27 18:23:46 BST 2008
No, just someone who relys on actual points to make an argument rather than resulting to 6 year old name calling antics.By Frau Blucher
Wed Aug 27 20:35:19 BST 2008
In that endeavour, you failed. ...By Konrad
Wed Aug 27 17:49:20 BST 2008
Yep, you raelly don't :-) It's not about the 3D CGI, it's about spatial imaging, i.e. Getting the bump/depth map out of a PHOTOGRAPH of a REAL object and scanning and the excitemetn is that instead of getting a $5k+ laser scanner an academin project (or a photo/HDR/3D enthusiast like yourself) can do with a $500 DSLR.By Soylent
Wed Aug 27 21:07:13 BST 2008
"Is she saying that all depth on a character in modern games like gears of war and MGS4 are all created manually?"By Cut Off Your Nose
Thu Aug 28 02:07:28 BST 2008
What the hell are you talking about? Yes, the bumpmaps have to be created manually on models that take up millions of polygons, normally using either Mudbox or ZBrush, including the wrinkles on their faces. Then that mesh is projected down to a lower-res, game-ready mesh and the normal maps are created.By Adam
Wed Aug 27 17:35:53 BST 2008
I've been in the games business for over 20 years, and in the last eight years we've been perfecting methods of mapping texture depth (previously greyscale Bump Mapping, now Normal Mapping & Parallax Mapping) using the same (and better) techniques that those in this article. I don't understand why this article is written without research into the subject, and presented as if it is "cutting edge".By Konrad
Wed Aug 27 17:57:28 BST 2008
Once again, it's not about perfecting the 3D, it's about measuring and preserving the bevel levels on the textures - watch the clip - did they have a single frame with a "now happy" 3d artist? What they had, is a the mayan frescs :-) Besides, I doubt all academic research programms can afford a 3d texturing consultant :-)By Adam
Wed Aug 27 18:40:14 BST 2008
Nomal mapping, by proxy, defines bevel edges rather than actual depth (a bevel being a collection of tangents - normal mapping can also be described as surface-tangent mapping).By Another Adam
Wed Aug 27 19:52:51 BST 2008
I don't think they're trying to replace normal-mapping, parallax maps, self-shadowing bumpmaps or anything like that - they've simply created a quick and easy way of getting real-world input data for those algorithms.By Adam
Thu Aug 28 11:15:44 BST 2008
Indeed you're quite right. I appear to have developed "factory worker" reflexes to anything that might put me out of a job, allow me a taste of that humble pie...By Steve
Thu Aug 28 13:40:32 BST 2008
So the comment by the author at the start of the article about getting up close to a textured surface in a game and finding it 'flat and dull looking' is completely irrelevant to this tech.All comments should respect the New Scientist House Rules. If you think a particular comment breaks these rules then please use the "Report" link in that comment to report it to us.
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