实用的纹理映射在自由形式的表面

Yuya Iwakiri, Yuuichi Omori, T. Kaneko
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引用次数: 6

摘要

关注将摄影图像映射到几何数据已知的3D物体表面的问题。尽管K. Matsushita和T. Kaneko(1999)的最小视图选择算法能够选择最少数量的相机位置,但由于相机错位(即实际相机位置与指定位置的偏差),它往往会导致无纹理补丁。本文提出了两种新的实用算法(双视图和积视图),以确保即使在相机对准中存在不可避免的人为错误,也能确保所有多边形都具有纹理。通过仿真实验对算法的性能进行了评价。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Practical texture mapping on free-form surfaces
Concerns the problem of mapping photographic images on to the surface of a 3D object whose geometric data are already known. Although the minimal view selection algorithm of K. Matsushita and T. Kaneko (1999) enables the selection of a minimal number of camera positions, it often results in untextured patches due to camera misalignment: a deviation of actual camera position from the specified position. This paper proposes two new practical algorithms (double and product viewing) to ensure that all the polygons are textured even if there are unavoidable human errors in camera alignment. The performance of the algorithms is evaluated by simulation experiments.
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