2012

Floating Textures

M. Eisemann, B. De Decker, M. Magnor, P. Bekaert, E. de Aguiar, N. Ahmed, C. Theobalt, A. Sellent
Computer Graphics Lab, TU Braunschweig, Germany
Computer Graphics Forum, Vol. 27, No. 2. (April 2008), pp. 409-418

@conference{eisemann2008floating,

   title={Floating textures},

   author={Eisemann, M. and De Decker, B. and Magnor, M. and Bekaert, P. and De Aguiar, E. and Ahmed, N. and Theobalt, C. and Sellent, A.},

   booktitle={Computer Graphics Forum},

   volume={27},

   number={2},

   pages={409–418},

   issn={1467-8659},

   year={2008},

   organization={Wiley Online Library}

}

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We present a novel multi-view, projective texture mapping technique. While previous multi-view texturing approaches lead to blurring and ghosting artefacts if 3D geometry and/or camera calibration are imprecise, we propose a texturing algorithm that warps (“floats”) projected textures during run-time to preserve crisp, detailed texture appearance. Our GPU implementation achieves interactive to real-time frame rates. The method is very generally applicable and can be used in combination with many image-based rendering methods or projective texturing applications. By using Floating Textures in conjunction with, e.g., visual hull rendering, light field rendering, or free-viewpoint video, improved rendering results are obtained from fewer input images, less accurately calibrated cameras, and coarser 3D geometry proxies.
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