Floating Textures
M. Eisemann, B. De Decker, M. Magnor, P. Bekaert, E. De Aguiar, N. Ahmed, C. Theobalt, A. Sellent
In Computer Graphics Forum, 27(2), 2008.
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.
Article URL: http://dx.doi.org/10.1111/j.1467-8659.2008.01138.x
BibTeX format:
@article{Eisemann:2008:FT,
  author = {M. Eisemann and B. De Decker and M. Magnor and P. Bekaert and E. De Aguiar and N. Ahmed and C. Theobalt and A. Sellent},
  title = {Floating Textures},
  journal = {Computer Graphics Forum},
  volume = {27},
  number = {2},
  pages = {409--418},
  year = {2008},
}
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