A High-Realistic Texture Mapping Algorithm Based on Image Sequences

Yuwei Yang, Yaping Zhang
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引用次数: 4

Abstract

3D reconstruction using multiple views allows for the restoration of a complete geometric model, but does not produce textural effects. Most of the existing texture mapping methods are aimed at the scanning reconstruction models, and few of them can be used to deal with the models with large amount of data and complex structure. We propose a high-realistic texture mapping algorithm based on image sequences. Firstly, the image sequence is sampled by using the spatio-temporal adaptive method. Then, the parameters of the camera and the size of each image are extracted by means of the Bundler, and the optimal texture image is selected for each triangular patch through the Markov random field. Finally, due to excessive loading of image data, it is necessary to reduce the texture data and only retain the effective parts mapped onto each triangular patch. Our method ensures that the resolution of the model after texture mapping is higher, and there is no obvious texture seam.
基于图像序列的高真实感纹理映射算法
使用多个视图的3D重建允许恢复完整的几何模型,但不产生纹理效果。现有的纹理映射方法大多针对扫描重建模型,很少有方法能够处理数据量大、结构复杂的模型。提出了一种基于图像序列的高真实感纹理映射算法。首先,采用时空自适应方法对图像序列进行采样;然后,通过Bundler提取相机参数和每张图像的大小,并通过马尔可夫随机场为每个三角形斑块选择最优纹理图像。最后,由于图像数据的过度加载,需要减少纹理数据,只保留映射到每个三角形patch上的有效部分。我们的方法保证了纹理映射后的模型分辨率更高,并且没有明显的纹理缝。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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