Abstract

AbstractThe fact that three‐dimensional CG is made from an object on hand implies that textures need to be acquired from the object. We already proposed a method for identifying a minimal number of camera positions for acquiring textures. Although it 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. © 2002 Wiley Periodicals, Inc. Syst Comp Jpn, 33(13): 1–10, 2002; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/scj.10242

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