Omnidirectional texturing of human actors from multiple view video sequences
In 3D video, recorded object behaviors can be observed
from any viewpoint, because the 3D video registers the
object's 3D shape and color. However, the real-world
views are limited to the views from a number of cameras,
so only a coarse model of the object can be recovered
in real-time. It becomes then necessary to judiciously
texture the object with images recovered from
the cameras. One of the problems in multi-texturing is
to decide what portion of the 3D model is visible from
what camera. We propose a texture-mapping algorithm
that tries to bypass the problem of exactly deciding if
a point is visible or not from a certain camera. Given
more than two color values for each pixel, a statistical
test allows to exclude outlying color data before blending.
Images and movies
BibTex references
@InProceedings\{OH05, author = "Orzan, Alexandrina and Hasenfratz, Jean-Marc", title = "Omnidirectional texturing of human actors from multiple view video sequences", booktitle = "Romanian Conference on Computer-Human Interaction", pages = "133--136", year = "2005", keywords = "texture, virtual reality, vide", url = "http://artis.inrialpes.fr/Publications/2005/OH05" }