Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques 2001
DOI: 10.1145/383259.383309
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Unstructured lumigraph rendering

Abstract: We describe an image based rendering approach that generalizes many image based rendering algorithms currently in use including light field rendering and view-dependent texture mapping. In particular it allows for lumigraph style rendering from a set of input cameras that are not restricted to a plane or to any specific manifold. In the case of regular and planar input camera positions, our algorithm reduces to a typical lumigraph approach. In the case of fewer cameras and good approximate geometry, our algori… Show more

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Cited by 766 publications
(699 citation statements)
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“…Regions where many such rays intersect indicate potentially interesting objects. 6 We then look for strong arcs centered on each orbit center, i.e., long arcs that pass close to a large number of camera centers (see [67] for more detail on this process). For the Statue of Liberty, for example (Fig.…”
Section: A Orbits and Panoramasmentioning
confidence: 99%
“…Regions where many such rays intersect indicate potentially interesting objects. 6 We then look for strong arcs centered on each orbit center, i.e., long arcs that pass close to a large number of camera centers (see [67] for more detail on this process). For the Statue of Liberty, for example (Fig.…”
Section: A Orbits and Panoramasmentioning
confidence: 99%
“…ω i contains the weights of I v i for each output pixel with n i=1 ω i = 1 based on the camera position [46].…”
Section: Floating Texturesmentioning
confidence: 99%
“…These visibility maps are used as input to the soft visibility shader which can be efficiently implemented in a two-pass fragment shader. Next, a weight map is established by calculating the camera weights per output pixel, based on the Unstructured Lumigraph weighting scheme [46]. The final camera weights for each pixel in the output image are obtained by multiplying the weight map with the visbility map and normalizing the result.…”
Section: Gpu Implementationmentioning
confidence: 99%
“…They then use VDTM from the three cameras nearest (in view angle) to each geometric primitive. Buehler, et al [2] present a detailed analysis of the issues, such as resolution, angle, etc. involved with selection of VDTM imagery at each pixel.…”
Section: Related Workmentioning
confidence: 99%
“…Our system dynamically creates a geometric proxy in real time and assigns texture to the proxy using a VDTM technique based on that of [2].…”
Section: Related Workmentioning
confidence: 99%