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Vol. 9, No. 1: 25—36 An Image Inpainting Technique Based on the Fast Marching Method Alexandru Telea Eindhoven University of Technology Abstract. Digital inpainting provides a means for reconstruction of small dam- aged portions of an image. Although the inpainting basics are straightforward, most inpainting techniques published in the literature are complex to understand and im- plement. We present here a new algorithm for digital inpainting based on the fast marching method for level set applications. Our algorithm is very simple to im- plement, fast, and produces nearly identical results to more complex, and usually slower, known methods. Source code is available online. 1. Introduction Digital inpainting, the technique of reconstructing small damaged portions of an image, has received considerable attention in recent years. Digital inpaint- ing serves a wide range of applications, such as removing text and logos from still images or videos, reconstructing scans of deteriorated images by remov- ing scratches or stains, or creating artistic effects. Most inpainting methods work as follows. First, the image regions to be inpainted are selected, usu- ally manually. Next, color information is propagated inward from the region boundaries, i.e., the known image information is used to fill in the missing areas. In order to produce a perceptually plausible reconstruction, an in- painting technique should attempt to continue the isophotes (lines of equal gray value) as smoothly as possible inside the reconstructed region. In other words, the missing region should be inpainted so that the inpainted gray value and gradient extrapolate the gray value and gradient outside this region. 25 © A K Peters, Ltd. 1086-7651/04 $0.50 per page
26 journal of graphics tools Several inpainting methods are based on the above ideas. In [Bertalmio 00, Bertalmio 01], the image smoothness information, estimated by the image Laplacian, is propagated along the isophotes directions, estimated by the im- age gradient rotated 90 degrees. The Total Variational (TV) model [Chan and Shen 00a] uses an Euler-Lagrange equation coupled with anisotropic dif- fusion to maintain the isophotes’ directions. The Curvature-Driven Diffusion (CCD) model [Chan and Shen 00b] enhances the TV method to drive dif- fusion along the isophotes’ directions and thus allows inpainting of thicker regions. All above methods essentially solve a Partial Differential Equation (PDE) that describes the color propagation inside the missing region, subject to various heuristics that attempt to preserve the isophotes’ directions. Pre- serving isophotes is, however desirable, never perfectly attained in practice. The main problem is that both isophote estimation and information propaga- tion are subject to numerical diffusion. Diffusion is desirable as it stabilizes the PDEs to be solved, but leads inevitably to a cetain amount of blurring of the inpainted area. A second type of methods [Oliveira 01] repeatedly convolves a simple 3 × 3 filter over the missing regions to diffuse known image information to the missing pixels. However impressive, the above methods have several drawbacks that pre- clude their use in practice. The PDE-based methods require implementing nontrivial iterative numerical methods and techniques, such as anisotropic diffusion and multiresolution schemes [Bertalmio 00]. Little or no informa- tion is given on practical implementation details such as various thresholds or discretization methods, although some steps are mentioned as numerically unstable. Moreover, such methods are quite slow, e.g., a few minutes for the relatively small inpainting region shown in Figure 1. In contrast, the convolution-based method described in [Oliveira 01] is fast and simple to im- plement. However, this method has no provisions for preserving the isophotes’ directions. High-gradient image areas must be selected manually before in- painting and treated separately so as not to be blurred. We propose a new inpainting algorithm based on propagating an image smoothness estimator along the image gradient, similar to [Bertalmio 00]. We estimate the image smoothness as a weighted average over a known image neighborhood of the pixel to inpaint. We treat the missing regions as level sets and use the fast marching method (FMM) described in [Sethian 96] to propagate the image information. Our approach has several advantages: • it is very simple to implement (the complete pseudocode is given here); • it is considerably faster than other inpainting methods–processing an 800× 600 image (Figure 1) takes under three seconds on a 800 MHz PC; • it produces very similar results as compared to the other methods;
Telea: An Image Inpainting Technique 27 a) b) Figure 1. An 800 × 600 image inpainted in less than three seconds. • it can easily be customized to use different local inpainting strategies. In Section 2, we describe our method. Section 3 presents several results, details our method’s advantages and limitations in comparison to other meth- ods, and discusses possible enhancements. Source code of a sample method implementation is available online at the address listed at the end of the paper. 2. Our Method This section describes our inpainting method. First, we introduce the math- ematical model on which we base our inpainting (Section 2.1). Next, we describe how the missing regions are inpainted using the FMM (Section 2.2). Finally, we detail the implementation of inpainting one point on the missing region’s boundary (Section 2.3). 2.1. Mathematical Model To explain our method, consider Figure 2, in which one must inpaint the point p situated on the boundary ∂Ω of the region to inpaint Ω. Take a small neighborhood Bε(p) of size ε of the known image around p (Figure 2(a)). As described in [Bertalmio 00, Oliveira 01, Chan and Shen 00a], the inpainting of p should be determined by the values of the known image points close to p, i.e., in Bε(p). We first consider gray value images, color images being a natural extension (see Section 2.4). For ε small enough, we consider a first order approximation Iq(p) of the image in point p, given the image I(q) and gradient ∇I(q) values of point q (Figure 2(b)): Iq(p) = I(q) + ∇I(q)(p − q) . (1)
28 known neighborhood B(ε) of p boundary δΩ journal of graphics tools known image ε p N region Ω to be inpainted a) I q N p b) Figure 2. The inpainting principle. Next, we inpaint point p as a function of all points q in Bε(p) by summing the estimates of all points q, weighted by a normalized weighting function w(p, q): I(p) = q∈Bε(p) w(p, q)[I(q) + ∇I(q)(p − q)] q∈Bε(p) w(p, q) . (2) The weighting function w(p, q), detailed in Section 2.3, is designed such that the inpainting of p propagates the gray value as well as the sharp details of the image over Bε(p). 2.2. Adding Inpainting to the FMM Section 2.1 explained how to inpaint a point on the unknown region’s bound- ary ∂Ω as a function of known image pixels only. To inpaint the whole Ω, we iteratively apply Equation 2 to all the discrete pixels of ∂Ω, in increasing dis- tance from ∂Ω’s initial position ∂Ωi, and advance the boundary inside Ω until the whole region has been inpainted (see pseudocode in Figure 3). Inpaint- ing points in increasing distance order from ∂Ωi ensures that areas closest to known image points are filled in first, thus mimicking manual inpainting techniques [Bertalmio 00, Bertalmio 01]. Implementing the above requires a method that propagates ∂Ω into Ω by advancing the pixels of ∂Ω in order of their distance to the initial boundary ∂Ωi. For this, we use the fast marching method. In brief, the FMM is an algorithm that solves the Eikonal equation: |∇T| = 1 on Ω, with T = 0 on ∂Ω . (3) The solution T of Equation 3 is the distance map of the Ω pixels to the boundary ∂Ω. The level sets, or isolines, of T are exactly the successive
Telea: An Image Inpainting Technique 29 δΩi = boundary of region to inpaint δΩ = δΩi while (δΩ not empty) { p = pixel of δΩ closest to δΩi inpaint p using Eqn.2 advance δΩ into Ω } Figure 3. Inpainting algorithm. boundaries ∂Ω of the shrinking Ω that we need for inpainting. The normal N to ∂Ω, also needed for inpainting, is exactly ∇T . The FMM guarantees that pixels of ∂Ω are always processed in increasing order of their distance- to-boundary T [Sethian 99], i.e., that we always inpaint the closest pixels to the known image area first. We prefer the FMM over other Distance Transform (DT) methods that compute the distance map T to a boundary ∂Ω (e.g., [Borgefors 84, Borge- fors 86, Meijster et al. 00]). The FMM’s main advantage is that it explicitly maintains the narrow band that separates the known from the unknown im- age area and specifies which is the next pixel to inpaint. Other DT methods compute the distance map T but do not maintain an explicit narrow band. Adding a narrow band structure to these methods would complicate their implementation, whereas the FMM provides this structure by default. To explain our use of the FMM in detail–and since the FMM is not straightforward to implement from the reference literature [Sethian 96, Seth- ian 99]–we provide next its complete pseudocode. The FMM maintains a so-called narrow band of pixels, which is exactly our inpainting boundary ∂Ω. For every image pixel, we store its value T , its image gray value I (both represented as floating-point values), and a flag f that may have three values: • BAND : the pixel belongs to the narrow band. Its T value undergoes update. • KNOWN : the pixel is outside ∂Ω, in the known image area. Its T and I values are known. • INSIDE : the pixel is inside ∂Ω, in the region to inpaint. Its T and I values are not yet known. The FMM has an initialization and propagation phase as follows. First, we set T to zero on and outside the boundary ∂Ω of the region to inpaint and to some large value (in practice 106) inside, and initialize f over the whole image as explained above. All BAN D points are inserted in a heap
30 journal of graphics tools while (NarrowBand not empty) { extract P(i,j) = head(NarrowBand); f(i,j) = KNOWN; for (k,l) in (i1,j),(i,j1),(i+1,j),(i,j+1) if (f(k,l)!=KNOWN) { /* STEP 1 */ if (f(k,l)==INSIDE) { f(k,l)=BAND; inpaint(k,l); } T (k,l) = min(solve(k1,l,k,l1), solve(k+1,l,k,l1), solve(k1,l,k,l+1), solve(k+1,l,k,l+1)); /* STEP 2 */ /* STEP 3 */ /* STEP 4 */ insert(k,l) in NarrowBand; /* STEP 5 */ } } float solve(int i1,int j1,int i2,int j2) { float sol = 1.0e6; if (f(i1,j1)==KNOWN) if (f(i2,j2)==KNOWN) { float r = sqrt(2(T(i1,j1)T(i2,j2))*(T(i1,j1)T(i2,j2))); float s = (T(i1,j1)+T(i2,j2)r)/2; if (s>=T(i1,j1) && s>=T(i2,j2)) sol = s; else { s += r; if (s>=T(i1,j1) && s>=T(i2,j2)) sol = s; } } else sol = 1+T(i1,j1)); else if (f(i2,j2)==KNOWN) sol = 1+T(i1,j2)); return sol; } Figure 4. Fast marching method used for inpainting. NarrowBand sorted in ascending order of their T values. Next, we propagate the T , f , and I values using the code shown in Figure 4. Step 1 extracts the BAN D point with the smallest T . Step 2 marches the boundary inward by adding new points to it. Step 3 performs the inpainting (see Section 2.3). Step 4 propagates the value T of point (i, j) to its neighbors (k, l) by solving
Telea: An Image Inpainting Technique the finite difference discretization of Equation 3 given by max(D−xT,−D+xT, 0)2 + max(D−yT,−D+yT, 0)2 = 1 , 31 (4) where D−xT (i, j) = T (i, j)− T (i− 1, j) and D+xT (i, j) = T (i + 1, j)− T (i, j) and similarly for y. Following the upwind idea of Sethian [Sethian 96], we solve Equation 4 for (k, l)’s four quadrants and retain the smallest solution. Finally, Step 5 (re)inserts (k, l) with its new T in the heap. 2.3. Inpainting One Point We consider now how to inpaint a newly discovered point (k, l), as a function of the KN OW N points around it, following the idea described in Section 2.1. (Step 3 in Figure 4, detailed in Figure 5). We iterate over the KN OW N points in the neighborhood Bε of the current point (i, j) and compute I(i, j) following Equation 2. The image gradient ∇I (gradI in the code) is estimated by central differences. As stated in Section 2.1, the design of the weighting function w(p, q) is crucial to propagate the sharp image details and the smooth zones as such into the inpainted zone. We design w(p, q) = dir(p, q)· dst(p, q)· lev(p, q) void inpaint(int i,int j) { for (all (k,l) in Bε(i,j) such that f(k,l)!=OUTSIDE) { = vector from (i,j) to (k,l); r dir = r * gradT(i,j)/length(r); dst = 1/(length(r)*length(r)); lev = 1/(1+fabs(T(k,l)T(i,j))); w if (f(k+1,l)!=OUTSIDE && f(k1,l)!=OUTSIDE && = dir*dst*lev; f(k,l+1)!=OUTSIDE && f(k,l1)!=OUTSIDE) gradI = (I(k+1,l)I(k1,l),I(k,l+1)I(k,l1)); Ia += w * (I(k,l) + gradI * r); s += w; } I(i,j) = Ia/s; } Figure 5. Inpainting one point.
32 journal of graphics tools as a product of three factors: dir(p, q) = dst(p, q) = lev(p, q) = p − q ||p − q|| · N (p) ||p − q||2 T0 d2 0 1 + |T (p) − T (q)| . The directional component dir(p, q) ensures that the contribution of the pix- els close to the normal direction N = ∇T (gradT in the code), i.e., close to the FMM’s information propagation direction, is higher than for those farther from N . The geometric distance component dst(p, q) decreases the contribution of the pixels geometrically farther from p. The level set distance component lev(p, q) ensures that pixels close to the contour through p con- tribute more than farther pixels. Both dst and lev are relative with respect to the reference distances d0 and T0. In practice, we set d0 and T0 to the interpixel distance, i.e., to 1. Overall, the above factors model the manual inpainting heuristics [Bertalmio 00] that describe how to paint a point by strokes bringing color from a small region around it. For ε up to about six pixels, i.e., when inpainting thin regions, dst and lev have a weak effect. For thicker regions to inpaint, such as Figure 8(d), where we used an ε of 12 pixels, using dst and lev provides better results than using dir alone. The above is clearly visible in Figure 6, on a test image taken from [Bertalmio 00], where the missing ring-shaped region is more than 30 pixels thick. Figure 6(c) shows, on an image detail, the effect of dir alone. The results are somewhat less blurry when dir and dst (Figure 6(d)) or dir and lev (Figure 6(e)) are used together. The inpainting is the best visually when all three components are used (Figure 6(f)). c) d) a) b) e) f) Figure 6. Thick region to inpaint (a) and result (b). Effect of weighting functions: direction (c), direction and geometric distance (d), direction and level set distance (e), direction, geometric, and level set distance (f).
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