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
An image-based approach to three-dimensional computer graphics
An image-based approach to three-dimensional computer graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Rendering with concentric mosaics
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A hybrid method of image synthesis in IBR for novel viewpoints
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
VISUALIZATION '99 Proceedings of the 10th IEEE Visualization 1999 Conference (VIS '99)
Rotation invariant spherical harmonic representation of 3D shape descriptors
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Real-time relief mapping on arbitrary polygonal surfaces
ACM SIGGRAPH 2005 Papers
Double projective cylindrical texture mapping on FPGA
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Stick textures for image-based rendering
Graphical Models - Special issue on SPM 05
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Image warping techniques are frequently used to render 3D scenes from images with depth information for VR applications. In this paper, we first propose a spherical representation of image-based models call the Spherical Depth Image (SDI). With two Warping Equations, at runtime we then pre-warp the image onto a view-dependent plane to get an intermediate image, which is further rendered onto the target image plane using standard texture mapping. Compared with other representations, SDI is sampled uniformly and completely, therefore it can reduce much unnecessary rendering overhead and the resultant rendered image is hole-free. To speed up the computation and utilize hardware's rasterization function for image interpolation, we transport the pre-warping process into GPU's Vertex Shader. Besides, high quality rendering effect in Pixel Shader can also be achieved as traditional geometry based methods. Finally, we overcome the approach's limitation of viewing region, and design a real-time walkthrough system with LOD representations of the SDIs.