Floating Textures

dc.contributor.authorEisemann, M.en_US
dc.contributor.authorDe Decker, B.en_US
dc.contributor.authorMagnor, M.en_US
dc.contributor.authorBekaert, P.en_US
dc.contributor.authorDe Aguiar, E.en_US
dc.contributor.authorAhmed, N.en_US
dc.contributor.authorTheobalt, C.en_US
dc.contributor.authorSellent, A.en_US
dc.date.accessioned2015-02-21T16:18:55Z
dc.date.available2015-02-21T16:18:55Z
dc.date.issued2008en_US
dc.description.abstractWe 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.en_US
dc.description.number2en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01138.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages409-418en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2008.01138.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleFloating Texturesen_US
Files