IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
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
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd 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
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The VolumePro real-time ray-casting system
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Digital Image Warping
Texram: A Smart Memory for Texturing
IEEE Computer Graphics and Applications
3-D transformations of images in scanline order
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Synthetic texturing using digital filters
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
Resample hardware for 3D graphics
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The perspective shear-warp algorithm in a virtual environment
Proceedings of the conference on Visualization '01
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
Hybrid forward resampling and volume rendering
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Footprint Area Sampled Texturing
IEEE Transactions on Visualization and Computer Graphics
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We present a new forward image mapping algorithm, which speeds up perspective warping — as in texture mapping. It processes the source image in a special scanline order instead of the normal raster scanline order. This special scanline has the property of preserving parallelism when projecting to the target image. The algorithm reduces the complexity of perspective-correct image warping by eliminating the division per pixel and replacing it with a division per scanline. The method also corrects the perspective distortion in Gouraud shading with negligible overhead. Furthermore, the special scanline order is suitable for antialiasing using a more accurate antialiasing conic filter, with minimum additional cost. The algorithm is highlighted by incremental calculations and optimized memory bandwidth by reading each source pixel only once, suggesting a potential hardware implementation.