Floating Textures
dc.contributor.author | Eisemann, M. | en_US |
dc.contributor.author | De Decker, B. | en_US |
dc.contributor.author | Magnor, M. | en_US |
dc.contributor.author | Bekaert, P. | en_US |
dc.contributor.author | De Aguiar, E. | en_US |
dc.contributor.author | Ahmed, N. | en_US |
dc.contributor.author | Theobalt, C. | en_US |
dc.contributor.author | Sellent, A. | en_US |
dc.date.accessioned | 2015-02-21T16:18:55Z | |
dc.date.available | 2015-02-21T16:18:55Z | |
dc.date.issued | 2008 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2008.01138.x | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Floating Textures | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 27 | en_US |
dc.description.number | 2 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2008.01138.x | en_US |
dc.identifier.pages | 409-418 | en_US |
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27-Issue 2
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Eurographics 2008 - Conference Papers