A GPU Based Texture Mapping Technique for 3D Models Using Multi-View Images
Authors: In Lee, Kyung-Kyu Kang, Jaewoon Lee, Dongho Kim
Abstract:
Previous the 3D model texture generation from multi-view images and mapping algorithms has issues in the texture chart generation which are the self-intersection and the concentration of the texture in texture space. Also we may suffer from some problems due to the occluded areas, such as inside parts of thighs. In this paper we propose a texture mapping technique for 3D models using multi-view images on the GPU. We do texture mapping directly on the GPU fragment shader per pixel without generation of the texture map. And we solve for the occluded area using the 3D model depth information. Our method needs more calculation on the GPU than previous works, but it has shown real-time performance and previously mentioned problems do not occur.
Keywords: Texture Mapping, Multi-view Images, Camera Calibration, GPU Shader.
Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1333118
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1953References:
[1] K. N. Kutulakos, S. M. Seitz, "A Theory of shape by space carving", International Journal of Computer Vision, Vol.38, No.3, pp.199-218, 2000.
[2] B. Lévy, S. Petitjean, N. Ray, J. Maillot, "Least Square Conformal Maps for Automatic Texture Atlas Generation", ACM Transactions on Graphics, Vol.21, No.3, pp.362-371, 2002.
[3] A. Sheffer, E. de. Sturler, "Parameterization of Faceted Surface for Meshing using Angle-Based Flattening", Engineering with Computers, Vol.17, No.3, pp.326-337, 2001.
[4] A. Hubeli, M. Gross, "Multiresolution features extraction from unstructured meshes", In Proc. of IEEE Visualization Conf., 2001.
[5] A. Sheffer, B. Lévy, M. Mogilnitsky, A. Bogomyakov, "ABF++: Fast and Robust Angle Based Flattening", ACM Transactions on Graphics, Vol.24, No.2, pp.311-330, 2005.
[6] R. Tsai, "A Versatile Camera Calibration Technique for High-Accuracy 3D Machine Vision Metrology using Off-the-shelf TV Camers and Lenses", IEEE Journal of Robotics and Automation, Vol. RA-3, No.4, 1987.
[7] Z. Zhang, "A Flexible New Technique for Camera Calibration", IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol.22, No.11, pp.1330-1334, 2000.
[8] J. Carranza, C. Theobalt, M. A. Magnor, H. P. Seidel, "Free-Viewpoint Video of Human Actors", ACM Transactions on Graphics, Vol.22, No.3, pp.569-577, 2003.
[9] M. Eisemann, B. D. Decker, M. Magnor, P. Bekaert, E. de. Aguiar, N. Ahmed, C. Theobalt, A. Sellent, "Floating Textures", Proceedings of the Eurographics, Vol.27, No.2, pp.409-418, 2008.
[10] A. Laurentini, "The Visual Hull Concept for Silhouette-Based Image Understanding", IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol.16, No.2, pp.150-162, 1994.
[11] R. Gal, Y. Wexler, E. Ofek, H. Hoppe, Seamless Montage for Texturing Models, Computer Grpahics Forum(Eurographics), Vol.23, No2, pp.479-486, 2010.
[12] G. Bastian, C. Daniel, "Superresolution Texture Maps for Multiview Reconstruction", IEEE International Conference on Computer Vision, pp.1677-1684, 2009.