View-Dependent Layered Projective Texture Maps
Abstract
Capturing and rendering of real scenes in an immersive virtual environment is still a challenging task. In this paper we present a novel workflow, which emphasizes high-quality, view-dependent projective texturing at low memory cost, while allowing artist intervention to ensure image quality control. First, a small set of photographs of a real scene are used to create a 3D model, using standard tools to create models from images. Optimized visibility layers are then created for each photograph. These layers are subsequently used to created standard 2D image-editing layers, enabling artists to fill-in missing texture using standard techniques such as clone brushing, or to create transparency maps. The result of this preprocess is used by our novel layered projective texture rendering algorithm, which has low texture memory consumption, high interactive image quality and avoids the need for subdividing geometry for visibility. Our approach brings together a set of standard components and tools, and adapts easily to existing workflows, both in terms of content creation and virtual environment display. We show results of our implementation on a real-world project.
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