Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
IEEE Transactions on Pattern Analysis and Machine Intelligence
Hierarchical rendering of trees from precomputed multi-layer z-buffers
Proceedings of the eurographics workshop on Rendering techniques '96
Multiple-center-of-projection images
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
LDI tree: a hierarchical representation for image-based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The WarpEngine: an architecture for the post-polygonal age
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
The depth discontinuity occlusion camera
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH Asia 2009 papers
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A depth image constructed with a pinhole camera suffers from disocclusion errors: even a minimal viewpoint translation exposes samples not visible from the original viewpoint. The conventional solution to employ additional depth images is inefficient. A recent approach is to render the depth image with an occlusion camera, a non-pinhole that also gathers samples not seen from the reference viewpoint but needed for nearby viewpoints. We introduce the epipolar occlusion camera (EOC), which overcomes disadvantages of earlier occlusion cameras. An EOC is a non-pinhole which gathers samples of a 3D scene visible from a segment of viewpoints. The EOC is constructed by expressing the disocclusion events in the (2D) image as the sum of independent disocclusion events along (1D) epipolar lines. The EOC image has a single layer, is non-redundant, and is constructed efficiently by directly rendering the 3D scene with the EOC in feed-forward fashion, through projection followed by rasterization.