Tuesday, June 27, 2017

Interstellar (2d to 3d image conversion)

In this example, I tried to be as minimalist as possible when drawing the sparse depth map used by DMAG4. This is possible only if beta is set quite low. The problem is that when beta is low, bleeding is very likely to occur across object boundaries, which is what we don't want. To circumvent that, you really have to draw an "edge image" which is a trace over the object boundaries.

Reference image.

Sparse depth map.

For the spare depth map, I used a gradient over the whole image which I then erase to reveal the main subject. Then, I drew as little as possible to suggest the depths on the main subject.

Edge image.

To draw the edge image, I simply used the "Paths Tool" left-clicking all along the main subject.

Dense depth map produced by DMAG4.

I used:
beta = 10
number of iterations = 5000
scale number = 1
connection level = 1
connection level 2 = 1

Because I used an "edge image" which prevents bleeding across object boundaries, I was able to use a relatively low value for beta to facilitate depth propagation.

Wobble gif created with wigglemaker.

To create a wobble/wiggle, you may also want to use FSG11. The cool thing about FSG11 is that you can provide the background that's gonna be revealed when creating the frames in the form of a second reference image and depth map.

Second reference image.

To create the second reference image, I just took the reference image and use the cloning tool to extend the background into the main subject.

Second reference depth map.

The second reference depth map is the gradient that I used to create the sparse depth map.

Wobble/wiggle gif created with FSG11.