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System and process for optimal texture map reconstruction from multiple views

机译:用于从多个视图重建最佳纹理贴图的系统和过程

摘要

A system and process for reconstructing optimal texture maps from multiple views of a scene is described. In essence, this reconstruction is based on the optimal synthesis of textures from multiple sources. This is generally accomplished using basic image processing theory to derive the correct weights for blending the multiple views. Namely, the steps of reconstructing, warping, prefiltering, and resampling are followed in order to warp reference textures to a desired location, and to compute spatially-variant weights for optimal blending. These weights take into consideration the anisotropy in the texture projection and changes in sampling frequency due to foreshortening. The weights are combined and the computation of the optimal texture is treated as a restoration problem, which involves solving a linear system of equations. This approach can be incorporated in a variety of applications, such as texturing of 3D models, analysis by synthesis methods, super-resolution techniques, and view-dependent texture mapping.
机译:描述了一种用于从场景的多个视图重建最优纹理图的系统和过程。本质上,此重建基于来自多个源的纹理的最佳合成。通常使用基本图像处理理论来获得用于混合多个视图的正确权重,即可完成此操作。即,遵循重构,变形,预滤波和重采样的步骤,以将参考纹理变形到期望的位置,并计算空间变化的权重以实现最佳混合。这些权重考虑了纹理投影中的各向异性以及由于缩短而导致的采样频率变化。权重被组合,并且最佳纹理的计算被视为恢复问题,这涉及到求解线性方程组。这种方法可以结合到各种应用程序中,例如3D模型的纹理化,通过合成方法进行分析,超分辨率技术以及与视图相关的纹理映射。

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