Floating Textures
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}
}
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.
December 12, 2010 by hgpu