Optimal Texture mAP Reconstruction from Multiple Views

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 fore-shortened 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). 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.

Cite

Text

Wang et al. "Optimal Texture mAP Reconstruction from Multiple Views." IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2001. doi:10.1109/CVPR.2001.990496

Markdown

[Wang et al. "Optimal Texture mAP Reconstruction from Multiple Views." IEEE/CVF Conference on Computer Vision and Pattern Recognition, 2001.](https://mlanthology.org/cvpr/2001/wang2001cvpr-optimal/) doi:10.1109/CVPR.2001.990496

BibTeX

@inproceedings{wang2001cvpr-optimal,
  title     = {{Optimal Texture mAP Reconstruction from Multiple Views}},
  author    = {Wang, Lifeng and Kang, Sing Bing and Szeliski, Richard and Shum, Heung-Yeung},
  booktitle = {IEEE/CVF Conference on Computer Vision and Pattern Recognition},
  year      = {2001},
  pages     = {I:347-354},
  doi       = {10.1109/CVPR.2001.990496},
  url       = {https://mlanthology.org/cvpr/2001/wang2001cvpr-optimal/}
}