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 |
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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
Martin Eisemann
DirectorBert De Decker
ExternalMarcus Magnor
Director, ChairPhilippe Bekaert
ExternalEdilson de Aguiar
ExternalNaveed Ahmed
ExternalChristian Theobalt
ExternalAnita Sellent
Fmr. Senior Researcher