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. In a nutshell, the notion of Floating Textures is to correct for local texture misalignments by determining the optical flow between projected textures and warping the textures accordingly in the rendered image domain. Both steps, optical flow estimation and multi-texture warping, can be efficiently implemented on graphics hardware to achieve interactive to real-time performance.
Error-concealed Image-based Rendering
PhD thesis, TU Braunschweig, September 2011.
in Computer Graphics Forum (Proc. of Eurographics EG), vol. 27, no. 2, pp. 409-418, April 2008.
Received the Best Student Paper Award at Eurographics 2008
Filtered Blending: A new, minimal Reconstruction Filter for Ghosting-Free Projective Texturing with Multiple Images
in Proc. Vision, Modeling and Visualization (VMV), pp. 119-126, November 2007.
Technical Report no. 4, Computer Graphics Lab, TU Braunschweig, Germany, October 2007.
Filtered Blending and Floating Textures: Ghosting-free Projective Texturing with Multiple Images
Technical Report no. 3, Computer Graphics Lab, TU Braunschweig, Germany, May 2007.
Scope of "Reality CG" is to pioneer a novel approach to modelling, editing and rendering in computer graphics. Instead of manually creating digital models of virtual worlds, Reality CG will explore new ways to achieve visual realism from the kind of approximate models that can be derived from conventional, real-world imagery as input.
The Virtual Video Camera research project is aimed to provide algorithms for rendering free-viewpoint video from asynchronous camcorder captures. We want to record our multi-video data without the need of specialized hardware or intrusive setup procedures (e.g., waving calibration patterns).