Proceedings of the 1997 Symposium on Interactive 3D Graphics - SI3D '97 1997
DOI: 10.1145/253284.253298
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Navigating static environments using image-space simplification and morphing

Abstract: We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed a priori, and the scene is converted into a bounded complexity representation in the image space. Realtime performance is attained by using hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the viewpoint-dependent warping function. … Show more

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Cited by 75 publications
(44 citation statements)
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References 33 publications
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“…Mark et al [17] and Darsa et al [4] create triangulated depth maps from input images with per-pixel depth. Darsa concentrates on limiting the number of triangles by looking for depth coherence across regions of pixels.…”
Section: Previous Workmentioning
confidence: 99%
“…Mark et al [17] and Darsa et al [4] create triangulated depth maps from input images with per-pixel depth. Darsa concentrates on limiting the number of triangles by looking for depth coherence across regions of pixels.…”
Section: Previous Workmentioning
confidence: 99%
“…Darsa et al [2], Mark et al [14] and Pulli et al [18] use a triangle mesh overlaid on the image sampling plane for rendering. It can be followed by a screen space compositing process.…”
Section: Related Workmentioning
confidence: 99%
“…Usually, keyframes are placed manually [9], uniformly distributed along the animation time code [24], or distributed in space at the nodes of some 2D or 3D lattice [5]. A notable exception is contained in the work done by Nimeroff et al [28], who introduced a quality criterion which guides keyframe placement in space.…”
Section: In-between Frame Generationmentioning
confidence: 99%