A system and process for reconstructing optimal texture maps from multiple
views of a scene is described. In essence, this reconstruction is based on
the optimal synthesis of textures from multiple sources. This is generally
accomplished using basic image processing theory to derive the correct
weights for blending the multiple views. Namely, the steps of
reconstructing, warping, prefiltering, and resampling are followed in
order to warp reference textures to a desired location, and to compute
spatially-variant weights for optimal blending. These weights take into
consideration the anisotropy in the texture projection and changes in
sampling frequency due to foreshortening. The weights are combined and the
computation of the optimal texture is treated as a restoration problem,
which involves solving a linear system of equations. This approach can be
incorporated in a variety of applications, such as texturing of 3D models,
analysis by synthesis methods, super-resolution techniques, and
view-dependent texture mapping.