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Transfer of albedo and local depth variation to photo-textures

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A material appearance transfer method designed to infer surface detail and diffuse reflectance for textured surfaces like the present in building façades, and shows how these methods are used to create relightable models with a high degree of texture detail.
Abstract
Acquisition of displacement and albedo maps for full building facades is a difficult problem and traditionally achieved through a labor intensive artistic process.In this paper, we present a material appearance transfer method, Transfer by Analogy, designed to infer surface detail and diffuse reflectance for textured surfaces like the present in building facades. We begin by acquiring small exemplars (displacement and albedo maps), in accessible areas, where capture conditions can be controlled. We then transfer these properties to a complete photo-texture constructed from reference images and captured under diffuse daylight illumination.Our approach allows super-resolution inference of albedo and displacement from information in the photo-texture. When transferring appearance from multiple exemplars to facades containing multiple materials, our approach also sidesteps the need for segmentation.We show how we use these methods to create relightable models with a high degree of texture detail, reproducing the visually rich self-shadowing effects that would normally be difficult to capture using just simple consumer equipment.

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Transfer of Albedo and Local Depth Variation to
Photo-Textures
Francho Melendez
Loughborough University
F.A.Melendez@lboro.ac.uk
Mashhuda Glencross
Loughborough University
M.Glencross@lboro.ac.uk
Jonathan Starck
The Foundry Visionmongers
jon.starck@thefoundry.co.uk
Gregory J. Ward
Dolby Laboratories
gward@dolby.com
ABSTRACT
Acquisition of displacement and albedo maps for full building façades
is a difficult problem and traditionally achieved through a labor in-
tensive artistic process.
In this paper, we present a material appearance transfer method,
Transfer by Analogy, designed to infer surface detail and diffuse re-
flectance for textured surfaces like the present in building façades.
We begin by acquiring small exemplars (displacement and albedo
maps), in accessible areas, where capture conditions can be con-
trolled. We then transfer these properties to a complete photo-
texture constructed from reference images and captured under dif-
fuse daylight illumination.
Our approach allows super-resolution inference of albedo and dis-
placement from information in the photo-texture. When transfer-
ring appearance from multiple exemplars to façades containing mul-
tiple materials, our approach also sidesteps the need for segmenta-
tion.
We show how we use these methods to create relightable models
with a high degree of texture detail, reproducing the visually rich
self-shadowing effects that would normally be difficult to capture
using just simple consumer equipment.
Categories and Subject Descriptors
I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Re-
alismColor, shading, shadowing, and texture
Keywords
Texture Transfer, Albedo, Displacement Map, 3D Reconstruction
1. INTRODUCTION
In this paper we present a semi-automatic method to produce dis-
placement (meso-structure) and reflectance (albedo) maps, for vi-
sually rich textures, suitable for creating relightable 3D building
models. Techniques to infer material appearance for use in making
3D assets are valuable for computer games, film post-production,
archeology and architectural visualization. These applications need
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to be capable of rendering the recovered scenes under changing
lighting as well as view point and require an increasing level of de-
tail and realism. Material appearance is often conveyed by texture
alone (recovered from images), but this appearance is only valid
under the originally photographed viewing and lighting conditions.
Realistic relighting requires a model that represents surface geom-
etry and reflectance characteristics. A vast body of literature ex-
ists on methods for capturing reflectance and geometry, but cap-
turing this information for large outdoor urban scenes, remains a
difficult problem. Such scenes in particular offer interesting chal-
lenges since controlling lighting and access to areas to obtain suit-
able views rapidly becomes impractical. A commonly employed
approach is for artists to manually create displacement and albedo
maps, using a photo-texture as a reference.
To address this problem, we present a technique designed for trans-
ferring visually high-quality material appearance, captured at close
range using standard digital SLR equipment, to a photo-texture.
Material appearance, in this case, is constrained to diffuse albedo
and shading information.
Employing a transfer approach rather than a synthesis approach
preserves the original structure and appearance contained in the
photo-texture. Our transfer approaches represent a good trade-off
between simplicity of data capture and the quality of the results
achieved for a range of broadly Lambertian materials used in con-
struction.
The main advantages of the method presented here are:
A simple capture process reduced to minimum equipment
and calibration.
The method is able to increase the resolution of the original
photo-texture using information captured at close range in
the exemplars.
The algorithm automates the segmentation of materials present
in the photo-texture and the associations with exemplars.
In this paper we also provide a practical solution for address-
ing differences in lighting conditions between exemplars and
the target photo-texture.
The remainder of this paper is organized as a brief outline of related
work, a detailed description of our material appearance transfer ap-
proach, a an evaluation of its capabilities, results of the transfer ap-
plied to full building façades, future work and concluding remarks.
2. RELATED WORK
We begin by first giving a brief overview of these, structured in
two sections: the state of the art in reflectance and shape estimation
from images; and texture synthesis and transfer techniques.

2.1 Image Based Reflectance and Shape
Recovery
The reflectance properties of opaque surfaces have been captured
and modeled in a variety of different ways; we refer the reader to
Dorsey et al. [10] for a thorough treatment of the topic. The Bidi-
rectional Reflectance Distribution Function (BRDF) can be mea-
sured from images captured under a range of different viewing and
lighting conditions [31, 24, 23, 29]. Capturing similar data for
textured surfaces enables the creation of the Bidirectional Texture
Function (BTF) [7]. Researchers have built upon the idea of the
use of multiple light sources (photometric stereo) [36] to capture
material appearance from fewer view points, effectively recovering
albedo and local surface orientation [28, 12]. Paterson et al’s [26]
material capture approach combines photometric stereo with mul-
tiple view geometry captures to recover displacement maps and in-
homogeneous BRDFs over nearly planar samples. Ward and Glen-
cross [32] employ a similar approach to estimate albedo (diffuse
reflectance), based on single view multi-flash captures in conjunc-
tion with shape from shading [16, 21, 39, 13].
For large surfaces, a possible solution often employed is to com-
bine laser-scans of a scene, together with sky captures using an
incident illumination measuring device and representative BRDF
samples [8]. This data can be used within the inverse rendering
framework [9, 4] to estimate the reflectance properties of a large
complex scene. However, this approach requires specialized equip-
ment and careful data collection. Without measuring the lighting
for every image captured in the scene, further assumptions have
to be made. Yu et al. estimated two pseudo-BRDFs for a polygo-
nal model by fitting a small number of photographs, captured un-
der clear sky conditions, to a parameterized model of the sky [38].
This approach offers improved relightable textures compared to us-
ing the original images, however no surface detail is captured and
at least two lighting conditions per texture are required.
An interesting approach was also presented by Xu et al. [37] where
the ratio between the green channel of the capture images and the
reflected laser intensity is used to correct all color channels.
Rather than trying to explicitly solve the inverse rendering problem,
which is ill-posed without capturing lighting and accurate geome-
try, we approach this problem from the texture transfer perspective.
We propose capturing material appearance models of samples (ex-
emplars) where we can control lighting conditions and then extrap-
olate these properties to the rest of the surface. We focus on two
essential characteristics of the texture: albedo and meso-structure
(depth). Glencross et al. [13] showed through evaluation with hu-
man subjects that this provides enough information to produce per-
ceptually plausible relightable models of a great variety of textures.
Figure 1: The capture process for Surface Depth Hallucination.
We capture our stimuli exemplars using Surface Depth Hallucina-
tion which is summarized in Figure 1. This technique requires cap-
turing a photograph of opaque surfaces under natural diffuse light-
ing (ambient image), ideally on a cloudy day thus avoiding hard
shadows, and another one firing a flash (flash image). By subtract-
ing the ambient image from the flash image, and dividing by a cali-
bration image, we compute an approximate albedo map. A shading
image is calculated as the ratio of the ambient image and the albedo
image, and used to create a depth map through a per-pixel dark-is-
deep approach. A relightable 3D model can be created and ren-
dered from the depth map and the albedo map. Due to flash guide
distance limitations, exemplars captured using this method must be
restricted to small surfaces (around one square meter), in order to
keep detail in cracks and crevices sufficiently illuminated.
2.2 Texture Synthesis and Transfer
Over the last decade texture synthesis by exemplar has been a very
active area of research. We refer the reader to state of the art reports
for a complete review [20, 33]. This idea has been demonstrated to
work effectively for synthesizing a wide variety of textures. New
pixels or patches are generated by choosing the best candidate from
a given exemplar, such that it is coherent with the already synthe-
sized texture. For globally-varying textures, a control map is often
used to drive this type of synthesis. Ashikhmin [1] synthesized an
output conditioned by a colored map, and similar ideas are used in
patch-based synthesis, defining the concept of texture transfer [11].
An extension of this idea, is the notion of Image Analogies [15].
Histogram matching was explored for synthesizing stochastic tex-
tures [14] and detail in textures [17] by matching the histogram of
noise patterns to a texture sample. Glencross et al. [13] extended
this work to transfer albedo and shading to similar sized surface
samples. Melendez et al. [25] described a pipeline to apply this
process to full building façades. Their method requires exemplar
and target image to be statistically similar. For example, if we have
a brick wall with moss, the amount of moss should be similar in
proportion to the amount of brick in both exemplar and target im-
age. Our novel approach can be included in the pipeline of Melen-
dez el at., but since it matches materials localy, it overcomes the
necesity of a good match in global statistics. This also allows us to
run the transfer against a set of exemplars, without the necesity of
segmenting the photo-texture and manually providing associations.
Our method also allows for super-resolution to ensure scalability
of our results to larger surfaces. Normally a photo-texture for a
building is captured from far away, and therefore inference of high
quality surface detail is severely limited by the resolution of the
texture map.
We draw inspiration from the Image Analogies algorithm to de-
fine both albedo estimation and depth inference as a multi-exemplar
based texture transfer problem.
3. MATERIAL TRANSFER
We consider the problem of acquiring albedo and depth maps for
a photo-texture as a material transfer problem from image-based
exemplars. In this context, we identify a material with a texture that
has specific characteristics in terms of its reflectance and geometric
structure, for example a type of brick wall. This would include the
brick, the mortar, and even the dirt and other texture variations.
Using this definition of a material, Surface Depth Hallucination
allows us to capture valid image-based exemplars in the form of
albedo and depth maps, for texture reflectance and meso-structure.
Our proposed transfer techniques facilitate the creation of the cor-
responding albedo and depth maps for large surfaces, such as a
building façade, from a photo-texture and the previously captured
exemplars. We capture a texture map under natural diffuse lighting
conditions (no flash needed) for the complete façade and use this as
a guide to transfer albedo and depth from representative exemplars.

3.1 Problem Statement
To illustrate the problem and evaluate our transfer technique, we
use pairs of exemplars of the same texture as stimuli in which the
scale and lighting conditions are consistent. This allows us to quan-
tify the quality of the transfer process by comparing our results
with the captured maps considered as ground-truth for perceptually
plausible relightable models.
Figure 2: Material Transfer Problem: Using an exemplar A,
generate new albedo and shading maps for a new ambient im-
age B
The material transfer process is described in Figure 2. A material M
is defined by an exemplar A which is in turn composed from three
maps: an ambient map (A
am
), a shading map (A
s
), and an albedo
map (A
a
). Now consider another sample B of the same material
M, for which only the ambient map is available. The aim is to
synthesize a new shading map (B
s
) and albedo map (B
a
), from B
am
and the exemplar A.
The ambient capture contains shadowing due to the geometry of the
texture, and also color shifts due to natural lighting. From this in-
formation alone, resolving the ambiguity between albedo and shad-
ing is an ill-posed problem. We use an exemplar with similar char-
acteristics where this ambiguity has been solved to help us arrive
at a good approximation of both albedo and shading of the new
image.
3.2 Transfer by Analogy
We propose using a locally adaptable transfer approach inspired by
the idea of Image Analogies [15]. This method takes as input an
image and a filtered version of it, and a target image to which we
want to apply the same filter. Applying this terminology to our
case, given an unfiltered source image A
am
and two filtered source
images A
a
, and A
s
, along with an additional unfiltered target image
B
am
, the aim is to synthesize two new filtered target images B
a
and
B
s
.
This idea is illustrated in Figure 3. By comparing A
am
and B
am
, we
find the patch in the exemplar A
am
that best matches the appearance
of every patch in the target image (B
am
). Taking the same patch
from the albedo and shading maps (A
a
,A
s
), we can create a new
albedo and shading map for the new image (B
a
,B
s
). We define a
patch for every pixel which can be understood as a descriptor for
this pixel. The best match for a pixel will be the one with the most
similar descriptors for a given metric.
Figure 3: Trasnfer by Analogy.
3.2.1 Pixel Descriptor
The use of patches as descriptors is a common approach for exemplar-
based texture synthesis [33]. In our experiments, we achieved the
best results with 7x7 patches using the RGB channels. This also
provides a good trade-off between complexity of the descriptor and
execution time. However, the optimal patch size can vary depend-
ing on the feature size of the texture, as it happens with most patch-
based texture synthesis algorithms.
We add an extra channel to the RGB containing a distance-to-feature
mask similar to the one used by Lefebvre and Hoppe [22]. Feature
masks, and distance to feature masks, are used in texture synthesis
to help the new synthesized texture to preserve the spatial struc-
ture of the exemplar. This is generated by computing the Signed
Distance Field of a binary feature mask which is computed auto-
matically from the ambient images A
am
and B
am
. The binary mask
is the result of dividing the grey scale version of the image by a
blurred version of itself, efectively extracting the high frequencies,
and then thresholding it to create a binary image.
Figure 4: Close-up detail for shading images. LBM and
SSD have gray areas where high-frequency detail is lost, while
LBM+Fd better preserves the detail.
We observed that the use of a mask with this characteristic im-
proves the transfer of high frequency detail, especially in the case

of the shading map. In Figure 4 we show this effect on a texture
with high frequency detail using different metrics to match descrip-
tors. Both sets of results based only on RGB channels, Sum of
square differences (SSD) and our novel Log-Based Metric (LBM)
(described in Section 3.2.2), contain areas with almost no high fre-
quency detail (inside the red rectangles). Adding our distance to
feature mask (LBM+Fd) clearly recovers more detail in the result-
ing shading image in the areas where the other metrics fail.
3.2.2 Appearance Metric
A second factor for the transfer is the metric or distance between
descriptors used. SSD is the most common metric used in patch-
based texture synthesis. Empirically we found that a novel LBM
presented in Equation 1 can provide a better structural coherence
than SSD for some textures.
LBM =
x,y
log(1 + abs(x y))
2
(1)
The idea behind this metric is to limit the penalty for pixels that are
very different. Figure 5 shows the profiles of SSD and our LBM
for one pixel. The penalty increases rapidly but beyond a certain
point it tends towards levelling-off for large pixel differences.
(a) SSD (b) LBM
Figure 5: Profile of penalty for difference on the compared
pixel.
It is important to note that there are 7 × 7 × 3 values to be com-
pared and added. This metric also makes the penalty smaller per
pixel. Consequently, more bad pixel matches are needed to pe-
nalize a good match. For example, a patch containing 49 pixels
and one channel, where all the pixels match perfectly except for
one which has the maximum difference x = 255, would have an
SSD equal to x
2
= 65025 and a LBM of log(x + 1)
2
= 5.799.
On the other hand, a patch with all it’s pixels with difference x
p
=
36, would have an SSD equal to
p
x
2
p
= 65024 and a LBM of
p
log(1 + x
p
)
2
= 120.50. Our new metric therefore selects good
global matches and dismisses large local errors in opposition to
SSD. The local errors are compensated for when reconstructing the
final image from the patches, (see Equation 2) where pixels are av-
eraged according to the local error.
We evaluate our metrics against the sum of squared differences by
computing the mean error between the transferred maps and the
exemplars. Also we compare the results with and without using
the feature mask, and the effect of giving more importance to the
feature mask (LBM+Fd2). Figure 6 shows the computed average
percentage error against the maximum possible error for a num-
ber of tested metrics. Our LBM shows consistently lower error.
Although the numerical improvement is limited, we observed that
when applied to several materials, it maintains better spatial con-
sistency, resulting in better association of the correct material. We
discuss this process in more detail in Section 5.
With this metric and descriptor, we have defined the best match
between pixels of two images. In the next section, we present how
Figure 6: Comparison between metrics. SSD+Fd: Sum of
Square Differences with Feature Distance Mask; SSD: Sum
of Square Differences without Mask; LBM+Fd2: Log-Based
Metric with Feature Distance Mask Squared; LMB+Fd: Log-
Based Metric with Feature Distance Mask; LBM: Log-Based
Metric without Mask.
to efficiently find the best match and how to create the final albedo
and shading maps for the target image.
3.2.3 Approximate Nearest Neighbor Search
We find the best match by performing a nearest neighbor search.
The problem of finding the nearest neighboring patch in a medium
/ large sized image rapidly becomes computationally expensive.
Since patch-based sampling methods have become popular for im-
age and video synthesis, many researchers have studied optimizing
this process [34, 35, 18, 19]. In our implementation, we employ
a recent patch matching algorithm from Barnes et al. [2] that per-
forms at interactive rates for their application. This algorithm be-
gins with a random initialization, and then uses an iterative process
consisting of two steps: a propagation that searches within the pre-
viously matched pixels, and a random search to avoid local minima.
This process proceeds in scan order (from left to right, top to bot-
tom) for odd iterations, and in the inverse order for even iterations.
Since the algorithm converges quickly to a solution, it typically
provides a good level of detail within 5-10 iterations. We perform
our matching in a coarse-to-fine grain fashion, as described in Fig-
ure 7, to improve the chances of converging to a globally optimal
solution using 10 iterations per level.
Figure 7: Fast Transfer by Analogy Algorithm.
In comparison with the original Image Analogies algorithm, we
have removed the synthesis step, since we noticed in our experi-
ments that this step can remove original features from the target
texture, expecially when such features are not present in the exem-

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Frequently Asked Questions (14)
Q1. What have the authors contributed in "Transfer of albedo and local depth variation to photo-textures" ?

In this paper, the authors present a material appearance transfer method, Transfer by Analogy, designed to infer surface detail and diffuse reflectance for textured surfaces like the present in building façades. Their approach allows super-resolution inference of albedo and displacement from information in the photo-texture. When transferring appearance from multiple exemplars to façades containing multiple materials, their approach also sidesteps the need for segmentation. The authors show how they use these methods to create relightable models with a high degree of texture detail, reproducing the visually rich self-shadowing effects that would normally be difficult to capture using just simple consumer equipment. The authors begin by acquiring small exemplars ( displacement and albedo maps ), in accessible areas, where capture conditions can be controlled. 

As future work, the authors consider that further investigation of transferoriented texture descriptors is a promising field in order to improve the performance of Transfer by Analogy. Finally, using a simple acquisition process and consumer SLR equipment, the authors demonstrate the efficacy of their processes to significantly enhance the detail recovered for building façades within a full imagebased reconstruction and relighting pipeline. 

Employing a transfer approach rather than a synthesis approach preserves the original structure and appearance contained in the photo-texture. 

A particular strength of the Transfer by Analogy process is that the matching finds coordinates in an exemplar which the authors are able to exploit in order to boost resolution of the photo-texture. 

By subtracting the ambient image from the flash image, and dividing by a calibration image, the authors compute an approximate albedo map. 

The binary mask is the result of dividing the grey scale version of the image by a blurred version of itself, efectively extracting the high frequencies, and then thresholding it to create a binary image. 

Transfer by Analogy, naturally facilitates searching for the best match between several materials, and therefore, the real strength of the approach is that no segmentation is required for the transfer process. 

The authors scale up the coordinate map that associates the photo-texture to the exemplar and use pixel voting, as described before, to avoid blocky effects. 

In these cases when the phototexture-exemplar match present a large error, other tecniques such as texture inpainting could be used to fill the unmatched areas. 

This is important to keep the structure of the texture coherent, especially in the shading image where noise can produce undesirable high frequencies in the resulting geometry. 

New pixels or patches are generated by choosing the best candidate from a given exemplar, such that it is coherent with the already synthesized texture. 

using a simple acquisition process and consumer SLR equipment, the authors demonstrate the efficacy of their processes to significantly enhance the detail recovered for building façades within a full imagebased reconstruction and relighting pipeline. 

This data can be used within the inverse rendering framework [9, 4] to estimate the reflectance properties of a large complex scene. 

This technique requires capturing a photograph of opaque surfaces under natural diffuse light-ing (ambient image), ideally on a cloudy day thus avoiding hard shadows, and another one firing a flash (flash image).