Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/9135
Title: Floating Textures
Authors: Eisemann, M.
DE DECKER, Bert 
Magnor, M.
BEKAERT, Philippe 
de Aguiar, E.
Ahmed, N.
Theobalt, C.
Sellent, A.
Issue Date: 2008
Publisher: BLACKWELL PUBLISHING
Source: COMPUTER GRAPHICS FORUM, 27(2). p. 409-418
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.
Notes: [Eisemann, M.; Magnor, M.; Sellent, A.] TU Braunschweig, Comp Graph Lab, Braunschweig, Germany. [De Decker, B.; Bekaert, P.] Transnatl Univ Limburg, Expertise Ctr Digital Media, Hasselt Univ, Limburgerhof, Germany. [de Aguiar, E.; Ahmed, N.] Max Planck Inst Informat, Saarbrucken, Germany. [Theobalt, C.] Stanford Univ, Stanford, CA 94305 USA.
Document URI: http://hdl.handle.net/1942/9135
ISSN: 0167-7055
e-ISSN: 1467-8659
ISI #: 000255285500030
Category: A1
Type: Journal Contribution
Validations: ecoom 2010
Appears in Collections:Research publications

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