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Compressing Texture Maps for Large Real Environments

We are concerned with texture-mapping recovered geometry with photographs. The photographs overlap, and typically a point in the geometry is covered by multiple photographs. The geometry is represented as a triangular mesh which may be recovered either from photographs or from laser range data. From photographs that have been aligned with the geometry, we wish to manufacture specialized texture maps, images broken up into triangular patches (see Color Plate 1). The naive approach would allocate a fixed sized triangle in the texture map for each triangle in the mesh. However this would be very costly, both in terms of memory and rendering speed. In this abstract, we suggest two ways of reducing the number of texture maps.