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 |
| Presented at: | |
| 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
Director -
Bert De Decker
External -
Marcus Magnor
Director, Chair -
Philippe Bekaert
External -
Edilson de Aguiar
External -
Naveed Ahmed
External -
Christian Theobalt
External -
Anita Sellent
Fmr. Senior Researcher