# Colouring the sculpture through corresponding area from 2D to 3D with augmented reality

**Authors:** Yaozhong Zhang  
**arXiv:** [2202.04259](https://arxiv.org/abs/2202.04259)  
**Date:** 2022-02-09  
**Summary page:** https://www.summarizepaper.com/en/arxiv-id/2202.04259v1/

## Key points

- The dissertation explores limitations of traditional 2D to 3D relation methods
- A prototype is developed using 3D modelling and augmented reality techniques
- Prototype creates many-to-many correspondences by marking image and 3D model regions
- Three different correspondence methods were compared, with the creating render textures relation method chosen for further development
- Related work section discusses texture mapping in three-dimensional computer graphics over the last three decades
- Detailed design section focuses on implementing the chosen method - creating render textures relation
- Dissertation makes several contributions including implementation of conceptual design, comparison of different methods, and a prototype for creator and end user
- Future work will focus on addressing limitations such as building a database to store relation information data, printing 3D coloured models in real-world settings, and improving mapping accuracy.

## Summary

This dissertation explores the limitations of traditional methods for establishing 2D to 3D relations and presents a prototype development that addresses these limitations using 3D modelling techniques and augmented reality (AR) techniques. The prototype creates many-to-many correspondences by marking image and 3D model regions that can be used to colour the 3D model by colouring the image for the end user. The conceptual design involved comparing three different correspondence methods, with the creating render textures relation method chosen for further development. This was achieved by changing to a Zeus bust model and connecting it to an AR environment. Testing each part of the prototype showed that the creating render textures relation method is viable, as it is easy to build many-to-many relations and adaptable for any model with properly UV mapping. The related work section discusses how texture mapping has been used in three-dimensional computer graphics over the last three decades. Hanrahan and Haeberli's interactive paint program from 1990 allowed users to paint different types of paints and materials directly onto 3D shapes using rendering techniques. Subsequent works have evolved towards a more realistic view, such as Igarashi and Cosgrove's technique for creating effective UV maps for newly drawn polygons during the painting process. The detailed design section focuses on implementing the chosen method for further development - creating render textures relation - which involves easier dividing faces of a model, keeping original edges even after filling by users, enabling any model with proper UV mapping to have a many-to-many mapping relationship between render textures of images and 3D models. In conclusion, this dissertation makes several contributions: implementation of conceptual design using different correspondence methods; comparison of the strengths and weaknesses of different methods and the types of models to be applied; a prototype for creator and end user is implemented; constructing a colouring system in the AR world. Future work will focus on addressing three main limitations identified: building a database to store relation information data, printing 3D coloured models in real-world settings, and improving mapping accuracy between render textures of images and 3D models.
