Logo CG
Floating Textures
Logo TU

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. 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.

Publications

Martin Eisemann, Bert De Decker, Marcus Magnor, Philippe Bekaert, Edilson de Aguiar, Naveed Ahmed, Christian Theobalt, and Anita Sellent:
"Floating Textures",
Computer Graphics Forum (Proc. of Eurographics), vol. 27, no. 2, pp. 409–418, April 2008.
Received the Best Student Paper Award at Eurographics 2008
Part of project "Floating Textures".
[pdf] [bib] [code]

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.

Martin Eisemann, Anita Sellent, and Marcus Magnor:
"Filtered Blending: A new, minimal Reconstruction Filter for Ghosting-Free Projective Texturing with Multiple Images",
in Proc. Vision, Modeling and Visualization (VMV) 2007, pp. 119–126, November 2007.
Part of project "Floating Textures".
[pdf] [bib]

Whenever approximate 3D geometry is projectively texture-mapped from di ffent directions simultaneously, annoyingly visible aliasing artifacts are the result. To prevent such ghosting in projective texturing and image-based rendering, we propose two di erent GPU-based rendering strategies: Filtered blending and Floating textures. Either approach is able to cope with imprecise 3D geometry as well as inexact camera calibration. Ghosting artifacts are eff ectively eliminated at real-time rendering frame rates on standard graphics hardware. With the proposed rendering techniques, better-quality rendering results are obtained from fewer images, coarser 3D geometry, and less accurately calibrated images.

Martin Eisemann, Bert De Decker, Marcus Magnor, Philippe Bekaert, Edilson de Aguiar, Naveed Ahmed, Christian Theobalt, and Anita Sellent:
"Floating Textures",
Technical Report no. 4, Computer Graphics Lab, TU Braunschweig, Germany, October 2007.
Part of project "Floating Textures".
[pdf] [bib]
Martin Eisemann and Marcus Magnor:
"Filtered Blending and Floating Textures: Ghosting-free Projective Texturing with Multiple Images",
Technical Report no. 3, Computer Graphics Lab, TU Braunschweig, Germany, May 2007.
Part of project "Floating Textures".
[pdf] [bib]

Whenever approximate 3D geometry is projectively texture-mapped from di erent directions simultaneously, annoyingly visible aliasing artifacts are the result. To prevent such ghosting in projective texturing and image-based rendering, we propose two di erent GPU-based rendering strategies: ltered blending and oating textures. Either approach is able to cope with impre- cise 3D geometry as well as inexact camera calibration. Ghosting artifacts are e ectively eliminated at real-time rendering frame rates on standard graphics hardware. With the proposed rendering techniques, better-quality rendering results are obtained from fewer images, coarser 3D geometry, and less accurately calibrated images.

Related Projects

"Reality CG"

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.

"Virtual Video Camera"

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).


Line
TU Braunschweig - Fakultät für Mathematik und Informatik - Computer Graphics - Research Projects - Floating Textures