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
A real-time low-latency hardware light-field renderer
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
The WarpEngine: an architecture for the post-polygonal age
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Digital Compression of Still Images and Video
Digital Compression of Still Images and Video
Digital Pictures: Representation, Compression, and Standards
Digital Pictures: Representation, Compression, and Standards
Collaborative CyberMirage: a shared cyberspace with mixed reality
VSMM '97 Proceedings of the 1997 International Conference on Virtual Systems and MultiMedia
The Delta Tree: An Object-Centered Approach to Image-Based Rendering
The Delta Tree: An Object-Centered Approach to Image-Based Rendering
A taxonomy of (real and virtual world) display and control interactions
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Presence: Teleoperators and Virtual Environments
Hi-index | 0.00 |
This article describes approaches to solve two drawbacks of ray-space representation: the large amount of data necessary to represent an object and the massive use of CPU to render an image. Ray-space representation, an image-based rendering technique, is used in our interactive augmented virtuality system. We developed a compression method optimized for ray-space data and a hardware architecture to render images from ray-space data. The compression method uses a hybrid combination of motion-compensated prediction, discrete cosine transform, and vector quantization. The proposed method compresses the data while assuring random and fast access to the decoded data. The dedicated hardware architecture for consumer PCs to interactively render photorealistic images using ray-space representation is also described. This hardware architecture is used to efficiently transfer the processing load from the CPU to the hardware. These two improvements help to use PCs that do not have much memory and CPU resources in applications such as an interactive virtual museum, in which the scenes are generated from both geometric model data and ray-space data.