View Dependent Layered Projective Texture Maps
Abstract
Capturing and rendering of real scenes in an immersive virtual environment is still a challenging task. We present a novel workflow, using high-quality, view-dependent projective texturing at low texture memory cost, while reinforcing artist's control over image quality. Photographs of a real scene are first used to create a 3D model with standard tools. Our method automatically orders geometry into optimized visibility layers for each photograph. These layers are subsequently used to create standard 2D image-editing layers, enabling artists to fill in missing texture using standard techniques such as clone brushing. 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. We show results of our implementation on a real-world project.
Domains
Graphics [cs.GR]
Fichier principal
RecheDrettakisPG03.pdf (1.03 Mo)
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AANewViewPoint1.jpg (77.03 Ko)
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ABC.jpg (10.69 Ko)
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CameraPos.jpg (52.38 Ko)
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EditedLayers-bw.jpg (152.87 Ko)
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Example-Photo1-bw.jpg (67.62 Ko)
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NewViewPoint1.jpg (77.03 Ko)
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NewViewPoint2.jpg (66.07 Ko)
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NewViewZoom.jpg (57.38 Ko)
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NonEditedLayers-bw.jpg (152.58 Ko)
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RecheDrettakisPG03.avi (26.63 Mo)
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Zoom-OriginalImage.jpg (87.77 Ko)
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projl1.jpg (21.43 Ko)
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projl2.jpg (25.11 Ko)
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