geosemantic snapping - this is a brilliant idea. The examples use objects pretty much built from primitives and symmetric textures so this video does show the best cases. A head would probably end up looking like a cylinder with another face on back. Photogrammetry would offer detail while this would be incredibly fast and require less. I'm probably going to dream about this tonight.
Alredy possible to do it on ISO Photo Perspective matched ortho RHINO CAD viewports..but without texturing which has to be performed manually afterwards!
This is what people who don't know anything about how photoshop works thinks how photoshop works and now there is something that really works like that, amazing
I'm in awe, really, this thing is beyond words guys, this software is one of these things that will change the world we live in, just like 3D printing will in a few years.
For those who are confused with the scene behind the object, please search "image inpainting" in RU-vid. There are many advanced techniques that recover much larger background than what is shown here.
neary every article i read on here just talk about how it's easy to model assest fr games and do 3d print. peopel are blind to the fact that this could speedboost machine vision 30 years ahead of what curently goes on since it captures volume,texture,spacial coordinates and context data all at once within a minute where traidtional photogrammetry would take sufficently longer with less accurate renderings. if google baught this and implimented it in their officla camera app as well as ties to google earth they would have had a virtual roadmap of nealry all major cities within a month which can help aid in the navigation of self driving cars:D if i make sense. tie it with regular learning systems too and you can generate i library of any sort of object known to man within a year,and it cna do it automatclaly once the system recognizes contours and what to trace leading to even more ditization:) this can very well be the key to creating an Artificla general intelligence
wantafanta01 also try syntheyes. supposedly 123d catch gives a better result but there is a maya plugin that works with syntheyes to get better texturing :) whatever works though.
This is the best of the best I use 3d for more than 20 years and never watched such an achievement with apparent ease of use and simplistic solution Bravo
+Justin Koenig Try here:www.siggraph.org/discover/news/siggraph-2014-app-available-download Click on link:,,Downolad the Siggraph 2015 for ....,, and in google play box enter Siggraph.The first one.
+Ravonies Ravenshir i dont 3 sweep would be able to do that , since it relies on shading information to calculate depth , which is flat in anime compared to real life
At 1:10 they stated that they use another "patch match" program to fill in the holes created by removing the object. This is visible at 2:18 if you look to the far left at the candle's shadow. The area where the the candle used to be has a solid shadow with a noticeable "cut" in it, and in its place is a fuzzy area that is a color that results from mixing the shadow and the yellow wall together.
This isn't an 'introduction to 3D modeling', it's the state of the art in technology for making 3D models from photos. Apples and Oranges and all that...
What slaughter? I've been using Adobe software for close to 20 years and my work with the software resulted in a great job. They pay for my software now, but I worked my ass off to buy my first copy of Photoshop 4 and subsequent upgrades. I have zero regrets.
The telescope case is very interesting: Since you have a 3D representation of this object, you can now exploit the reflection on the cylinders to reconstitute the scene on the back of the photographer ! and since you have multiple different reflection with different positions, you can even turn it into 3D. But this would require quite much hard work to be done! Congratulation for this amazing software !
This is amazing. It will leave people to concentrate on creativity while being able to make quick textured models from their photos too. The future is now!
My first thought was pulling props directly from concept art and either polishing them or using them as a reference. Custom UV seams & packing could really make this a must-have for games, or you could just use it to bake a diffuse for an optimized mesh.
The film industry is going to slowly transition into the Video Game/VR industry, at least to an extent (IMO). If we can capture actors completely in 3d along with models like these we can really attempt to recreate real life areas in a virtual space that will look almost 100% like real life. The future of the holodeck is actually starting to happen!
What's really impressive is how the software rendered the background behind the obelisk around the 4:25 mark without ever seeing it. Technology you so crazy.
It is real. The "failed cases" is a welcomed honestly from their part. Looks amazing, but I'd like to see the wires because it seems to put polygons everywhere without any optimization - and here's the retopo time. Amazing thought.
Couple of years ago some company claimed to develop a software that could automatically build scores from recorded music. Looked awesome in the introduction video, but in reality the software was never released. I hope this will be more successful.
I've seen iteration synthesis at the last SIGGRAPH. So basically algorithms that take some models (for example, five pairs of different sneakers) and from that set, these algorithms can create new sneakers (!!!). So you can imagine how that will work with this one here? You'll be able to "3D trace" an object from a photo here (for example a street lamp) and then once it's recognized as belonging to the category "Street Lamps", the algorithms will generate 50 different new/different design ones.
I think its basically looping the texture around. Since the portion which we dont see is symmetrical to the visible geometry, the texture mapping probably follows the same thing.
Because it's not a cylinder getting wider. The program is looking for a specific shape that the user has selected and pointed out. The area the user painted went all the way to the top, so looking at the whole thing, it can see the arms are not part of a skinny cylinder and ignores them. It doesn't just look for edges, it looks at the shapes in the photo. I'm guessing this is why there was so much brushed metal, since it makes it easier to identify a shape visually from only 1 angle.
They explain that at 1:10. If you look at some of the other examples, you can see that it's not perfect, but good enough so that nothing stands out as wrong.
1:12 "patch match algorithm" , this method is achieved by taking some parts around the object and patching it behind seamlessly. patch failure example: 3:33 as you can see the inconsistent shade around the object rendered the patch very visible.
Guys this video is not fake. Ariel Shamir, one of the researchers behind this technology is a professor at my university (IDC Herzelia). Search for the short TEDx lecture he gave few years ago about another research he was involved in "TEDxTelAviv - Ariel Shamir - The Vision of Image" however, as I understand, this is only a proof of concept and not an actual product yet.
This is crazy good at how good this is as getting 3d models from photographs. It's not totally perfect but looks amazing at the convincingly good models from just a 2d image. While I don't think it will replace traditional modeling as some things are best left to work manually by hand, it can surely help with the process to generate realistic objects and textures easily.
There's powerful auto fill algorithms filling the blanks space that are behind the objects, this has been in Photoshop for quite some time if you want to test it
Depends on where you want to go with the model. Any serious modern 3D application wouldn't be able to use the image as is, because it needs it to have very specific lighting conditions, so that it can compute the actual lighting through virtual sources of light in whatever scene you put it. Look up things suchs as "normal map", "bump map", "gloss map" and "specular map". Not to mention it's all stretchy itself and depicts the object only from one side.
Probably because the branches are horizontal (more or less) and the stick is vertical, and as the lines were already being drawn vertically, the program simply assumed it should ignore the branches because they don't go vertical.
Actually some of us like this idea, It will eliminate people cashing in on simple 3d objects, and give alot more respect to those of us who can build a creative original 3d model from scratch.
To fill in the missing background, I believe the algorithm just recognizes the pixel information that's near the outside edge of the object in question and fills the background accordingly with that information once the object is extracted. The algorithm just assumes the background is naturally and logically the same. It's like using a stamp tool, but automatic.
that was my first thought too! "how awesome would it be to scan whatever and plug that into a 3d printer??" (like minds think alike :)) you could make ANYTHING you wanted. i think the future is finally here ladies and gents.
smart background texture generation, it's possible, it's basically what you done with a clone tool just automatically, old stuff, works sometimes quite well
Dear MrFoxInc, sorry for my english%) We can build a reliable 3D model, being available to 2 and more photos. Build a model from one image we can to do, just knowing some of its proportions. That is, assuming that the cross section elements - a perfect circle, that the faces of the cube are perfectly aligned. A single image be produce optical illusions.
Wow. This product has potential to change the game, I hope the Beta becomes accessible to the public for free. I'd invest endless hours in this program...
Looks like it only builds the objects by mirroring to the other side. The difference is that it also calculates the angle of the object then builds the object at that precise angle. This will only work for objects that can be split in half. Cars, boxes, candles. For instance, I don't think this would work for something like a person unless you had a front and back image to mend together after building the object
It doesn't, they clearly stated that the recreated the background in photoshop first. Photoshop uses some really cool pattern recognition algorithms, but it's still quite a bit of manual work to get it looking nice.
The information is there at the beginning. Its a submission to the SIGGRAPH conference for demonstration. The conference isn't until November so we will have to wait to see whether this is legit unless the submitter links to their work. I really, really want this to be real and an open source plugin:)
I cannot remember. The video went viral on some music production forums in 2009 or something. I'll post it if I happen to find it (if the website even exists anymore).
I guess it blends in some patterns found in the surrounding areas of the piece you remove. The candle around 2:08 shows an example of failure when the shadow on the wall of the arm that is being moved is filled with the color of the wall. It silhouettes the missing arm with plain colour. The amazing one with the telescope shows a flat horizon and a half town half mountain filling. It shows a fair ammount of "guessing" right there. It may even be configurable Not perfect, but pretty close :)
I'm wondering how the software extrapolated a view of an object that is not captured in the image. When the object is rotated, the view of the other side is unique and not the same as the view in the image.
The problem with this vs. constructing your own 3D model of the object is the fact you won't be able to manipulate the lighting of something you take straight from a picture, which will make it look out of place.
Actually, the algorithm they use is called PatchMatch, you can see the paper here: gfx.cs.princeton.edu/pubs/Barnes_2009_PAR/ . It's from SIGGRAPH 2009.
siggraph isn't a company, and as some other people have pointed out you can't make this in photoshop (or any other software for that matter) in the way it is shown in the software. The person that posted the clip could help to dispel these doubts, nor doing so raises even more suspicion.
One question: if the software gets a 3D model from a single 2D picture: how does it know the part of the background behind the telescope, which is visible after this element becomes "moveable" as a 3D object? It seems like there are two separate layers: telescope and background, not just a single picture.
Exactly. I was just thinking about that and scanning the comments. How can they know what is behind each object and fill in the details? The most striking example was the street lamp at 2:46 . How can they know the pattern of the tree leaves?
@parkers. Is that a question?! I twill speed up video game making process by at least 10x, it could probably be used for 3d printers, and for use in architectural design programs such as CAD
I think 3D printing&software will be in close future times more important than any industrial evolution or software processing ever done. a great innovative milestone software demonstration . ThanXXX so fine:-)
This is that amazing! May be there's a way to compress also video data more efficiently in the future e.g. by identifying moving objects in this way instead of picking up two-dimensional plane clusters! Lot's of bytes in a given movie stream could be saved by only writing down the mathematical envelope curves of objects.