Optimal texture map reconstruction from multiple views

Lifeng Wang*, Sing Bing Kang, Richard Szeliski, Heung Yeung Shum

*Corresponding author for this work

Research output: Contribution to journalConference article published in journalpeer-review

48 Citations (Scopus)

Abstract

The recovery of 3D models from multiple reference images involves not only the extraction of 3D shape, but also of texture. Assuming that all surfaces are Lambertian, the resulting final texture is typically computed as a linear combination of reference textures. This is, however, not the optimal means for reconstructing textures, since this does not model the anisotropy in the texture projection. Furthermore, the spatial image sampling may be quite variable within a foreshortened surface. This also has important implications for computer vision techniques that involve analysis by synthesis and the image-based rendering (IBR) technique of view-dependent texture mapping (VDTM). In this paper, starting with sampling theory we show how weights should be spatially distributed for optimal texture construction. The local weights take into consideration the effects of anisotropy and variable spatial image sampling. We also present experimental results to verify our analysis.

Original languageEnglish
Pages (from-to)I347-I354
JournalProceedings of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition
Volume1
Publication statusPublished - 2001
Externally publishedYes
Event2001 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Kauai, HI, United States
Duration: 8 Dec 200114 Dec 2001

Fingerprint

Dive into the research topics of 'Optimal texture map reconstruction from multiple views'. Together they form a unique fingerprint.

Cite this