Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
Dynamically reparameterized light fields
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Journal of Graphics Tools
Image-based Rendering with Controllable Illumination
Proceedings of the Eurographics Workshop on Rendering Techniques '97
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Data compression for light-field rendering
IEEE Transactions on Circuits and Systems for Video Technology
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
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A light field is a 4D function describing the radiance across a boundary between the volume containing a scene, and the disjoint volume in which the eyepoint may be placed. Light field rendering is the process of rendering novel views of a scene captured by the light field function. It is a purely image-based rendering technique which uses no geometric knowledge of the scene. Although the lack of needed geometric information make light fields an attractive way of capturing real-world scenes, it has made it difficult to effectively use light fields in combination with other rendering techniques, or even rendering multiple light fields in the same scene.We present a rendering method for light fields which allows multiple instances of a light field to be rendered in combination with a polygon rendered scene. Of particular note is our ability to render multiple light fields which appear to intersect in space consistently when viewed from any direction. The method is demonstrated by creating a forest consisting of thousands of instances of a tree light field, rendered on a polygon terrain.