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
Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
Parallel lumigraph reconstruction
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
Interactive rendering of wavelet projected light fields
Proceedings of the 1999 conference on Graphics interface '99
Polyhedral Geometry and the Two-Plane Parameterization
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Rendering of spherical light fields
PG '97 Proceedings of the 5th Pacific Conference on Computer Graphics and Applications
Embedded image coding using zerotrees of wavelet coefficients
IEEE Transactions on Signal Processing
A new, fast, and efficient image codec based on set partitioning in hierarchical trees
IEEE Transactions on Circuits and Systems for Video Technology
Data compression for light-field rendering
IEEE Transactions on Circuits and Systems for Video Technology
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One of the most general image based object representations is the Light Field. Unfortunately, a large amount of data is required to reconstruct high quality views from a Light Field. In this paper, we present the wavelet stream which employs non-standard four-dimensional wavelet decomposition for Light Field compression. It allows for progressive transmission, storage, and rendering of compressed Light Field data. Our results show that 0.8% of the original coefficients or 0.3 bits per pixel, respectively are sufficient to obtain visually pleasing new views. Additionally, the wavelet stream allows for an adaptive multi-resolution representation of the Light Field data. Furthermore, a silhouetteencoding scheme helps to reduce the number of coefficients required. Our data structure allows to store arbitrary vector-valued data like RGB- or YUV-data. The Light Field data stored in the wavelet stream can be decompressed in real time for interactive rendering. For this, the reconstruction algorithm uses supplementary caching schemes.