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Floating Textures
Martin Eisemann, Bert De Decker, Marcus Magnor, Philippe Bekaert, Edilson de Aguiar, Naveed Ahmed, Christian Theobalt, Anita Sellent
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Martin Eisemann, Bert De Decker, Marcus Magnor, Philippe Bekaert, Edilson de Aguiar, Naveed Ahmed, Christian Theobalt, and Anita Sellent:
"Floating Textures",
Computer Graphics Forum (Proc. of Eurographics), vol. 27, no. 2, pp. 409–418, April 2008.
Received the Best Student Paper Award at Eurographics 2008
Part of project "Floating Textures".
[pdf] [bib] [code]

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.


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TU Braunschweig - Fakultät für Mathematik und Informatik - Computer Graphics - Publications - Floating Textures