Computer Graphics
TU Braunschweig

Floating Textures


Floating Textures

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.


Author(s):Martin Eisemann, Bert De Decker, Marcus Magnor, Philippe Bekaert, Edilson de Aguiar, Naveed Ahmed, Christian Theobalt, Anita Sellent
Published:April 2008
Type:Article
Journal:Computer Graphics Forum (Proc. of Eurographics EG) Vol. 27
Note:Received the Best Student Paper Award at Eurographics 2008
Project(s): Floating Textures 


@article{Eisemann08FT,
  title = {Floating Textures},
  author = {Eisemann, Martin and De Decker, Bert and Magnor, Marcus and Bekaert, Philippe and de Aguiar, Edilson and Ahmed, Naveed and Theobalt, Christian and Sellent, Anita},
  journal = {Computer Graphics Forum (Proc. of Eurographics {EG})},
  volume = {27},
  number = {2},
  note = {Received the Best Student Paper Award at Eurographics 2008},
  pages = {409--418},
  month = {Apr},
  year = {2008}
}

Authors