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ImageModeler Tutorial
Legal Notice
Copyright 1999 REALVIZ S.A. All rights reserved.
Information in this document is subject to change without notice. The software described in this
document is furnished under a license agreement or nondisclosure agreement. The software may
be used or copied only in accordance with the terms of those agreements. No part of this
publication may be reproduced, stored in a retrieval system, or transmitted in any form or any
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REALVIZ S.A.
Arep Center
1, Traverse des Brucs
06560 Sophia Antipolis
France
www.realviz.com
TRADEMARKS
Image Processing FactoryTM and ImageModelerTM are trademark and registered trademark of
REALVIZ S.A. in France, the USA and other countries. Microsoft and Windows are registered
trademarks of Microsoft Corporation. Other brands and their products are trademarks or registered
trademarks of their respective holders and should be noted as such. REALVIZ Image Processing
Factory product technology was originally developed by the Institut National de Recherche en
Informatique et en Automatique (INRIA, France).
ImageModeler
Instead of modeling complicated geometry, materials and lighting from scratch, ImageModeler
allows computer graphics professionals to tap directly into the richness of the real world. The
software is the first high-end "Image-Based Modeler" to produce virtual 3D models from photo,
video and cinematic images. ImageModeler processes photo images and interprets them to define
a models geometry in 3D wire-mesh. The software then maps textures from the original images
onto the wire-mesh. The resulting 3D model is accurate and highly realistic, and it can be
produced in less time and at much lower cost that conventional computer modeling techniques.
ImageModeler (tm) is the fourth product of the Image Processing Factory.
ReTimer
ReTimer is the ultimate "Time Warper" to slow down or speed up motion sequences. The software
utilizes a revolutionary new method for creating new frames between actual frames in a motion or
still sequence. With this technique, superior-quality high speed and slow speed sequences can be
produced in less time and at lower cost. In addition, ReTimer enables animators to smooth the
motion of hand drawn or computer-generated animation sequences by increasing the number of
frames available for projection. And, fluid motion sequences can be created from a sequence of
just a few photos! ReTimer is a highly effective tool that provides new, easier and less expensive
ways to produce a variety of motion effects.
Stitcher
Stitcher combines horizontally and vertically overlapping photos into stunning wide-angle, highresolution images in seconds. Panoramic images up to 360 X 360 can be exported to 2D
compositing software for creating high-definition, realistic matte paintings and to 3D software for
environment mapping. Of course, Stitcher panoramas can also be exported to ImageModeler for
generating 3D models. In addition, Stitcher allows filming in the panoramic image including
zoom, pan, tilt and roll camera motion. The resulting image sequences can be directly exported to
post-production software packages. Stitcher provides an alternative to on site shooting for
producing large background scenes, and it enables animators to work from high-resolution, very
wide-angle images. Stitcher is ideal software for reducing production costs.
Contents
CONTENTS
INTRODUCTION
Getting started
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Introduction
Who should read this tutorial?
This tutorial has been designed to allow any user to quickly become familiar with the image
modeling process using the REALVIZ ImageModeler software.
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REALVIZ
Getting started
Launch ImageModeler.
The workspace appears in its default configuration.
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ImageModeler Tutorial
5. Select the file Image04.jpg and then press Shift and left click on the file Image01.jpg to
complete the selection.
Tips:
The image files were shot with a still camera so they are not interlaced but if you plan to use
interlaced (video) images you can select the appropriate Interlace type radio button.
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2. Drag and drop each image from the Image Strip to a different viewport.
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Less is more:
Balance:
Place about 10 markers, each representing the same point in each shot. Placing a large
number of markers does NOT assist the compute camera process.
Scatter your markers throughout the shots in order to cover the largest possible area and
avoid placing them all in the same plane.
No groups:
Avoid groups of markers. Unlike the modeling process, placing groups of markers in the
same area does not aid the calibration.
Matching 2D points
1. Click on
2. Use Shift + Right Mouse to create a new marker in shot 1. A magnifier window pops up to
allow you to precisely select the position of the marker.
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3. Use Shift + Left Mouse to create the corresponding marker in the other images.
We can not find precisely the Helper 1 in shot 4, since it is not visible.
4. Repeat steps 2 and 3 until you have at least 8 corresponding points between each pair of
images.
The pictures (shot 1 and 3) below show the points you may use to calibrate the cameras.
To place the markers, use points that can be easily found in each shot. For example, you can
use the 4 corners of the mat.
Verify that all your markers are not in the same plane, otherwise there is no 3D information
and the calibration will fail. That is why you should place some markers on the top of the box.
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Note:
When importing a .rz2 file, to match the points with the images, the images should have been
loaded in the order used when the .rz2 file was saved.
If the points do not match with your images, you should either edit the .rz2 file to change the
frame numbering, or re-load your images in another order.
Instead of importing the markers, you may choose to open the Precalib.imf project, which
contains the Panettone tutorial project at this point.
Tip:
In the Preferences Panel, set the Up axis used for the display so that it is the same as the up
axis defined by your coordinate system.
Second, a wisely chosen coordinate system allows you to very easily impose geometric constraints
on certain points. These constraints define obvious alignments in the scene that are easy to see.
An example of such a constraint might be, all the points on the top of the box are at the same
height above the ground, so they should have the same Y coordinate. These constraints help
improve the accuracy of calibrating the cameras.
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In this example, you are going to create a coordinate system defining the plane X-Z plane on the
ground. The Y-axis is the vertical axis normal to the ground.
Tip:
If you plan to export the results to a 3D animation package, depending upon the package you
use, define the axis to either have Y up or Z up. The coordinate axis you define in
ImageModeler should be the same as the axis in your animation software to facilitate the
communication between the 2 software.
1. In the Project View, open the Helper Relations folder.
2. Double click on the Coordinate System item to open its property box.
3. Select Helper 1 from the Origin drop-down list to set the origin of the Coordinate System to
the position of Helper 1.
4. Initialize the measurement system (the distance between two chosen points defines the
coordinate system scaling). Enter 5 in the Distance field and select Helper 1, then Helper 2 in
from and to drop-down lists as in the previous picture.
Tip:
If you set the distance between the points Helper 1 and Helper 2 to 5 units, which is the actual
width in decimeters of the mat that is on the ground, the 3D units will all be in decimeters.
5. Click on the Axes tab to open the Axes page of the coordinate systems properties dialogue
box.
6. Select each item of the drop-down list as in the following picture to set the X axis from the
origin (Helper 1) to Helper 2 and Z axis from the origin to Helper 4.
Note:
The third axis is automatically defined to be orthogonal to the first two axes.
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7. The Coordinate System that is defined looks like in the following picture :
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ImageModeler Tutorial
The better the calibration, the more accurate the 3D reconstruction. The quality of the calibration
is indicated by the color of the shots and the helpers in the Project View. A green color indicates a
good result, yellow is fair and red is bad. The color of the shot is the average of all the points
visible in that shot.
The PostCalib.imf project contains the Panettone tutorial project at this point.
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1. Click on
2. Use Shift + Right Mouse to open the magnifier window to create a new marker.
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When a new marker is created, a blue guiding line appears in all the viewports displaying other
shots. This guideline is the line joining the selected pixel and the optical center of the camera used
to shoot the picture. As each 3D point is the intersection of all the guidelines, it becomes easy to
place the corresponding point in the other shots, as they are along the guideline.
3. Use Shift + Left Mouse to create the corresponding marker in one other image. By pressing
the Ctrl key, you snap the point along the guideline. You only have to find the right place on it.
The new guideline automatically appears, and the marker is now a 3D point. You can check in
a third shot if the 3D point is correctly placed.
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The ReadyToBuild.imf project contains the Panettone tutorial project at this point.
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2. Double click on the object item in the Project tree to view its properties.
3. Change the subdivisions parameters to modify the geometrical attribute of the cylinder and
smooth its shape.
4. Click on the
5. Click on the
6. Click on the
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8. Ctrl + Shift + Click on the light blue cube of the manipulator and drag it to any top vertex of
the cylinder to place the manipulator on it. The blue cube represents the center of the
manipulation. It is also called pivot.
9. Ctrl + Click on the light blue cube of the manipulator and drag it to the helper on the top left
of the box (helper "Box 1") to place the cylinder on it.
As the object moves relatively to its pivot, we can easily snap any vertex of the cylinder to any helper.
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Note:
The Shift key is used to move the pivot.
The Ctrl key is used to snap.
11. Drag the green cylinder on the right of the manipulator to proportionally scale the X and Z
coordinates of the cylinder. Note that the pivot remains fixed.
12. Drag the green cylinder on the top of the manipulator to scale the height of the cylinder.
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13. We will adjust the size of the cylinder when it has been correctly oriented.
14. Click on the
15. Drag the green circle of the manipulator to rotate the cylinder around the Y axis.
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16. Repeat the steps 9 to 12 with different images until you are satisfied with the position of the
cylinder.
The ReadyToTexture.imf project contains the Panettone tutorial project at this point.
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1. Click on the
Notice that some unexpected effects occur : the top is not uniform and the image of the cake
appears over the texture of the box.
To guide and improve the texture extraction, we will create some stencils.
The stencils are mattes used to force ImageModeler to either use the stenciled area of the image to
extract the texture (green stencil), or conversely to avoid using this area (red stencil). Even if you
define a red stencil, the texture can be extracted from it, if the texture cannot be viewed in other
shot.
1. Click on the
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ImageModeler Tutorial
5. Click on the
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The Stencil_On_Off.imf project contains the Panettone tutorial project at this point.
To correct another unexpected effects, we place another stencils as shown in the following picture
:
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ImageModeler Tutorial
1. Click on the
2. Click on the
3. Click on the
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7. Select Texture Extract Plane to create the texture (be sure that no rear faces are selected
and that the object remains selected).
8. Repeat steps 3 to 6 for each parts of the cylinder. You can notice that the faces where the
texture has been extracted appear in violet.
9. We obtain the following model :
The Textured_Box.imf project contains the Panettone tutorial project at this point.
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1. Click on
2. Use Shift + Right Mouse to create a new marker. Place it on the cake.
3. Use Shift + Left Mouse to create the corresponding marker in another image. By pressing the
Ctrl key, you snap the point along the guidelines.
4. Drag (while the Ctrl key is pressed) the cursor to the corresponding place.
5. To place these new helpers, you only need to place it on two images.
6. Repeat steps 2 and 3 to create as many points as you need to create a realistic mesh of the cake.
The file Panettone.rz2 contains the different helpers used to build the 3D model of the cake.
The ReadyToSculpt.imf project contains the Panettone tutorial project at this point.
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1. Click on the
The wrapped method creates a convex shape enveloping the set of points, while the carved
method uses all the points, allowing the creation of concave objects. However, the wrapped mesh
looks smoother and realistic enough for our needs. For example, with a human face, it would be
better to use Carve & Sculpt. When using the carved method, while no other tool is selected, the
sculpt tool is active. This tool allows you to add or to remove 3D pieces of the object.
The SculptDone.imf project contains the Panettone tutorial project at this point.
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1. Click on the
The FinalMeshes.imf project contains the Panettone tutorial project at this point.
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