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Multi-view Texturing of Imprecise Mesh

机译:不精确网格的多视图纹理化

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Reprojection of texture issued from cameras on a mesh estimated from multi-view reconstruction is often the last stage of the pipeline, used for rendering, visualization, or simulation of new views. Errors or imprecisions in the recovered 3D geometry are particularly noticeable at this stage. Nevertheless, it is sometimes desirable to get a visually correct rendering in spite of the inaccuracy in the mesh, when correction of this mesh is not an option, for example if the origin of error in the stereo pipeline is unknown, or if the mesh is a visual hull. We propose to apply slight deformations to the data images to fit at best the fixed mesh. This is done by intersecting rays issued from corresponding interest points in different views, projecting the resulting 3D points on the mesh and reprojecting these points on the images. This provides a displacement vector at matched interest points in the images, from which an approximating full distortion vector field can be estimated by thin-plate splines. Using the distorted images as input in texturing algorithms can result in noticeably better rendering, as demonstrated here in several experiments.
机译:从摄像机发出的纹理在多视图重建估计的网格上的重新投影通常是管道的最后阶段,用于渲染,可视化或模拟新视图。在此阶段,恢复的3D几何图形中的错误或不精确之处尤其明显。尽管如此,有时仍希望获得视觉上正确的渲染,尽管网格中不准确,但如果无法校正该网格,例如,如果立体管线中的错误源未知,或者如果网格是视觉船体。我们建议对数据图像应用轻微的变形,以最大程度地拟合固定网格。这是通过在不同视图中与从相应兴趣点发出的光线相交,将生成的3D点投影到网格上并将这些点重新投影到图像上来完成的。这在图像中匹配的兴趣点处提供了位移矢量,可以通过薄板样条线估计近似的完整失真矢量场。如在几个实验中所示,将变形的图像用作纹理算法中的输入可以显着改善渲染效果。

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