Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A framework for the analysis of error in global illumination algorithms
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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
Time critical lumigraph rendering
Proceedings of the 1997 symposium on Interactive 3D graphics
Interactive ray tracing for isosurface rendering
Proceedings of the conference on Visualization '98
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Towards interactive photorealistic rendering of indoor scenes: a hybrid approach
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Light field techniques for reflections and refractions
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Accelerating time-varying hardware volume rendering using TSP trees and color-based error metrics
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
The wavelet stream: interactive multi resolution light field rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
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This paper presents three techniques for reconstructing Lumigraphs/Lightfields on commercial ccNUMA parallel distributed shared memory computers. The first method is a parallel extension of the software-based method proposed in the Lightfield paper. This expands the ray/two-plane intersection test along the film plane, which effectively becomes scan conversion. The second method extends this idea by using a shear/warp factorization that accelerates rendering. The third technique runs on an SGI Reality Monster using up to eight graphics pipes and texture mapping hardware to reconstruct images. We characterize the memory access patterns exhibited using the hardware-based method and use this information to reconstruct images from a tiled UV plane. We describe a method to use quad-cubic reconstruction kernels. We analyze the memory access patterns that occur when viewing Lumigraphs. This allows us to ascertain the cost/benefit ratio of various tilings of the texture plane.