Floating Textures
Date
2008Author
Eisemann, M.
De Decker, B.
Magnor, M.
Bekaert, P.
De Aguiar, E.
Ahmed, N.
Theobalt, C.
Sellent, A.
Metadata
Show full item recordAbstract
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.
BibTeX
@article {10.1111:j.1467-8659.2008.01138.x,
journal = {Computer Graphics Forum},
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.},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01138.x}
}
journal = {Computer Graphics Forum},
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.},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01138.x}
}