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|Title: ||Floating Textures|
|Authors: ||Eisemann, M.|
De Decker, B.
de Aguiar, E.
|Issue Date: ||2008|
|Publisher: ||BLACKWELL PUBLISHING|
|Citation: ||COMPUTER GRAPHICS FORUM, 27(2). p. 409-418|
|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.|
|Notes: ||[Eisemann, M.; Magnor, M.; Sellent, A.] TU Braunschweig, Comp Graph Lab, Braunschweig, Germany. [De Decker, B.; Bekaert, P.] Transnatl Univ Limburg, Expertise Ctr Digital Media, Hasselt Univ, Limburgerhof, Germany. [de Aguiar, E.; Ahmed, N.] Max Planck Inst Informat, Saarbrucken, Germany. [Theobalt, C.] Stanford Univ, Stanford, CA 94305 USA.|
|ISI #: ||000255285500030|
|Type: ||Journal Contribution|
|Validation: ||ecoom, 2010|
|Appears in Collections: ||Research publications|
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