QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
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
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
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Two-phase perspective ray casting for interactive volume navigation
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Image-based object representation by layered impostors
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
LDI tree: a hierarchical representation for image-based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Surface light fields for 3D photography
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th 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
Unstructured lumigraph rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The Visual Hull Concept for Silhouette-Based Image Understanding
IEEE Transactions on Pattern Analysis and Machine Intelligence
Point-Based Impostors for Real-Time Visualization
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Geometrical cloning of 3D objects via simultaneous registration of multiple range images
SMA '97 Proceedings of the 1997 International Conference on Shape Modeling and Applications (SMA '97)
Consensus Surfaces for Modeling 3D Objects from Multiple Range Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
An Iterative Bayesian Approach for Digital Matting
ICPR '06 Proceedings of the 18th International Conference on Pattern Recognition - Volume 02
Pop-up light field: An interactive image-based modeling and rendering system
ACM Transactions on Graphics (TOG)
Volumetric reconstruction and interactive rendering of trees from photographs
ACM SIGGRAPH 2004 Papers
Real-time high-quality View-Dependent Texture Mapping using per-pixel visibility
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Objective quality assessment in free-viewpoint video production
Image Communication
Compensated Visual Hull with GPU-Based Optimization
PCM '08 Proceedings of the 9th Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Toward cinematizing our daily lives
Multimedia Tools and Applications
Hi-index | 0.00 |
Rendering of intricately shaped objects that are soft or cluttered is difficult because we cannot accurately acquire their complete geometry. Since their geometry varies drastically, modeling them using fixed facets can lead to severe artifacts when viewed from singular directions. In this paper, we propose a novel modeling method, "microfacet billboarding," which uses view-dependent "microfacets" with view-dependent textures. The facets discretely approximate the geometry of the object and are aligned perpendicular to the viewing direction. The texture of each facet is selected from the most suitable texture images according to the viewpoint. Microfacet billboarding can render intricate geometry from various viewpoints. We first describe the basic algorithm of microfacet billboarding. Also, we predict artifacts generated due to the use of discrete facets and we analyze the necessary sampling interval of the geometry and texture for regarding the artifacts as negligible. In addition to the modeling method, we have implemented a real-time renderer by a hardware-accelerated technique. To evaluate the efficiency of our method, we compared it with traditional texture mapping to a mesh model, and showed that our method has a great advantage over the former in rendering intricately shaped objects.