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This paper compares two dierent methods to reconstruct textured models from real images. View Dependent Texture Mapping (VDTM), one of the investigated methods, executes the texturing during the rendering phase using the real images. In the second method, the multiresolution texture mapping, a texture map is calculated in a preprocessing step. We show, that multiresolution texture mapping outperforms VDTM in all investigated specications which are geometric complexity, occlusion handling, rendering performance and rendering software support.
Journal of Visualization and Computer Animation, 2001
This paper presents a method to automatically calculate texture maps for a given three-dimensional object out of a sequence of images. It is used in our image-based modeling approach after the registration of the images and the geometric modeling is done. We show that the presented method uses the information from all images by implicitly applying a weighting function. Using
ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences, 2015
Texture mapping techniques are used to achieve a high degree of realism for computer generated large-scale and detailed 3D surface models by extracting the texture information from photographic images and applying it to the object surfaces. Due to the fact that a single image cannot capture all parts of the scene, a number of images should be taken. However, texturing the object surfaces from several images can lead to lighting variations between the neighboring texture fragments. In this paper we describe the creation of a textured 3D scene from overlapping aerial images using a Markov Random Field energy minimization framework. We aim to maximize the quality of the generated texture mosaic, preserving the resolution from the original images, and at the same time to minimize the seam visibilities between adjacent fragments. As input data we use a triangulated mesh of the city center of Munich and multiple camera views of the scene from different directions.
1998
Abstract. This paper presents how the image-based rendering technique ofviewdependent texture-mapping (VDTM) can be efficiently implementedusing projective texture mapping, a feature commonly available inpolygon graphics hardware. VDTM is a technique for generating novelviews of a scene with approximately known geometry making maximal useof a sparse set of original views.
2008
In the last decade, new developments in remote sensing, photogrammetry and laser scanning generated new possibilities for acquisition, processing and presentation of different objects at various scales. Beside object modelling, photorealistic texturing is still a challenging task. This paper focuses on a new texture mapping technique, which extends the known 2.5D approaches of texture mapping to 3D objects. A new algorithm will be described, suitable to achieve high quality results by eliminating problems of current approaches e.g. resolution dependency, need of huge amount of memory and handling of colour and brightness differences. A new, vector based visibility analysis, using vector algebra instead of pixel based algorithms will be presented. In the context of texture mapping, the fusion of different texture sources (different images) with different illumination and exposure conditions as well as images with different resolutions is an important task. To achieve best results in terms of homogeneity and level of detail, a multi-image texturing approach was developed, to preserve the fine texture information of the object. To adjust the brightness levels of the image dataset, a global and a local colour adjustment was developed. The software "Blender" was used to generate high quality images, movies and animations. The result of the investigations and developments is a software system to texture 3D models photorealistically and automatically. All algorithms are discussed in detail. The performance is demonstrated using artificial and real world data sets.
2007
Texture-mapping in close-range photogrammetry focuses mostly on the generation of large-scale projections of 3D surfaces, the most common instance being that of orthoimaging. Today, photogrammetry increasingly uses terrestrial laser scanning as basis for generation of 3D models. For a full exploitation of fully 3D data, however, typical shortcomings of conventional orthorectification software (inability to handle both surface self-occlusions and image occlusions; single-image texturing) must be addressed. Here, the authors elaborate on their approach for the automated generation of orthoimages and perspective views, based on fully 3D models from laser scanning and multi-image texture interpolation. The problem of occlusion is solved by first identifying all surface points visible in the direction of projection; texture is then interpolated through blending using all images which actually view each particular surface point. Texture outliers from individual images are automatically fi...
Proceedings Spring Conference on Computer Graphics, 2001
This paper presents a method to automatically calculate texture maps for a given 3-dimensional object out of a sequence of images. It is used in our image-based modeling approach after the registration of the images and the geometric modeling is done. We show, that the presented method uses the information from all images by implicitly applying a weighting function. Using this approach the consideration of modeled occlusions as well as the detection and removal of non-modeled occlusions is accomplished. The final resolution of the texture maps can be adjusted on a pixel/cm basis.
Proceedings of the 2008 ACM symposium on Virtual reality software and technology - VRST '08, 2008
Augmented reality is concerned with combining real-world data, such as images, with artificial data. Texture replacement is one such task. It is the process of painting a new texture over an existing textured image patch, such that depth cues are maintained. This paper proposes a general and automatic approach for performing texture replacement, which is based on multiview stereo techniques that produce depth information at every pixel. The use of several images allows us to address the inherent limitation of previous studies, which are constrained to specific texture classes, such as textureless or near-regular textures. To be able to handle general textures, a modified dense correspondence estimation algorithm is designed and presented.
1998
For modeling 3D objects, the object geometry is often not sufficient. Better appearance can be obtained by texture mapping which efficiently combines good appearance resolution with small geometric complexity. This paper presents a way to create such texture mapped 3D models of free-form objects, by integrating textured views obtained from range images. The three main steps consist of the following:
Computers & Graphics, 1998
State of the art multiresolution modeling allows to selectively refine a coarse mesh of an object on the visually important parts. In this way it is possible to render the geometry of a given object accurately with a minimum number of triangles. The criteria used in current approaches take care of geometric error and even of shading errors. If however texture mapping is used it is inevitable to control displacements and distortions of the texture during refinements.
We present here in a concise schematic form the basic theories and models in theoretical physics from a mathematical point of view, with two extensions -Ashtekar-Kodama (AK) gravity, en extension of Quantum Loop Gravity, in its classical regime it contains General Relativity in the limit Λ→0 for the cosmological constant, in its quantum regime it is a complete renormalizable quantum field theory with the extended SU(2)e Lie-group with 4 generators as symmetry group -an extension of the Standard Model of particle physics: SU(4)-preon model (SU4PM), with hyper-color (hc) interaction based on SU(4), where the conventional weak force is its Yukawa-interaction mediated by massive Z- and W-bosons, and all massive particles are built from preons q and r . The presentation consists of in five parts: - basic principles: minimum principles, classical and quantum mechanics, basic algebraic structure, complex functions and differential equations, geometry: metric and gravity, geometric symmetry group - interactions: long-range (classical) interactions (AK-gravity, electrodynamics), quantum interactions (AK-QFT, QED, QCD, hc-SU4) -statistical mechanics (thermodynamics) - models: model of macrocosm (LambdaCDM), model of microcosm(extended SM) -questions answered by the model extensions
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