{"id":2088,"date":"2010-12-15T15:08:49","date_gmt":"2010-12-15T15:08:49","guid":{"rendered":"http:\/\/hgpu.org\/?p=2088"},"modified":"2010-12-15T15:08:49","modified_gmt":"2010-12-15T15:08:49","slug":"filtered-blending-a-new-minimal-reconstruction-filter-for-ghosting-free-projective-texturing-with-multiple-images","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=2088","title":{"rendered":"Filtered Blending: A new, minimal Reconstruction Filter for Ghosting-Free Projective Texturing with Multiple Images"},"content":{"rendered":"<p>Whenever approximate 3D geometry is projectively texture-mapped from different directions simultaneously, annoyingly visible aliasing artifacts are the result. To prevent such ghosting in projective texturing and image-based rendering, we propose a new GPU-based rendering strategy and a new, viewdependent definition of ghosting. The algorithm is applicable to any kind of image-based rendering method, or general projective texture mapping, and adapts to arbitrary camera setups. It is able to cope with imprecise 3D geometry. Ghosting artifacts are efficiently eliminated at real-time rendering frame rates on standard graphics hardware. With the proposed rendering technique, better-quality rendering results are obtained from fewer images and coarser 3D geometry.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Whenever approximate 3D geometry is projectively texture-mapped from different directions simultaneously, annoyingly visible aliasing artifacts are the result. To prevent such ghosting in projective texturing and image-based rendering, we propose a new GPU-based rendering strategy and a new, viewdependent definition of ghosting. The algorithm is applicable to any kind of image-based rendering method, or general [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[11,3],"tags":[1782,187,20,183,182,297,144],"class_list":["post-2088","post","type-post","status-publish","format-standard","hentry","category-computer-science","category-paper","tag-computer-science","tag-glsl","tag-nvidia","tag-nvidia-geforce-8800-gtx","tag-opengl","tag-real-time-graphics","tag-rendering"],"views":2146,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2088","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2088"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/2088\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2088"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2088"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2088"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}