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Tracking and Rendering Using Dynamic Textures on Geometric Structure from Motion

机译:使用动态结构的动态纹理跟踪和渲染

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Estimating geometric structure from uncalibated images accurately enough for high quality rendering is difficult. We present a method where only coarse geometric structure is tracked and estimated from a moving camera. Instead a precise model of the intensity image variation is obtained by overlaying a dynamic, time varying texture on the structure. This captures small scale variations (e.g. non-planarity of the rendered surfaces, small camera geometry distortions and tracking errors). The dynamic texture is estimated and coded much like in movie compression, but parameterized in 6D pose instead of time, hence allowing the interpolation and extrapolation of new poses in the rendering and animation phase. We show experiments tracking and re-animating natural scenes as well as evaluating the geometric and image intensity accuracy on constructed special test scenes.
机译:难以足够高质量的渲染来估计从未纳阶图像的几何结构是困难的。我们提出了一种方法,其中仅从移动相机跟踪和估计粗糙几何结构。相反,通过覆盖结构上的动态,时间变化来获得强度图像变化的精确模型。这捕获了小规模变化(例如,渲染表面的非平面性,小型摄像机几何失真和跟踪错误)。在电影压缩中估计动态纹理,并且在电影压缩中进行编码,但在6D姿势中参数化而不是时间,因此允许在渲染和动画阶段中的新姿势的插值和推断。我们显示实验跟踪和重新动画自然场景,以及评估构造特殊测试场景的几何和图像强度准确性。

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