View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th 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
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
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th 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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Unstructured lumigraph rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Image-based 3D photography using opacity hulls
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Light field mapping: efficient representation and hardware rendering of surface light fields
Proceedings of the 29th 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
Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator
FCRC '96/WACG '96 Selected papers from the Workshop on Applied Computational Geormetry, Towards Geometric Engineering
View-base Rendering: Visualizing Real Objects from Scanned Range and Color Data
Proceedings of the Eurographics Workshop on Rendering Techniques '97
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A hardware-assisted visibility-ordering algorithm with applications to volume rendering
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
Rendering Deformable Surface Reflectance Fields
IEEE Transactions on Visualization and Computer Graphics
Time-varying surface appearance: acquisition, modeling and rendering
ACM SIGGRAPH 2006 Papers
LightShop: interactive light field manipulation and rendering
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Shield fields: modeling and capturing 3D occluders
ACM SIGGRAPH Asia 2008 papers
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We present new hardware-accelerated techniques for rendering surface light fields with opacity hulls that allow for interactive visualization of objects that have complex reflectance properties and elaborate geometrical details. The opacity hull is a shape enclosing the object with view-dependent opacity parameterized onto that shape. We call the combination of opacity hulls and surface light fields the opacity light field. Opacity light fields are ideally suited for rendering of the visually complex objects and scenes obtained with 3D photography. We show how to implement opacity light fields in the framework of three surface light field rendering methods: view-dependent texture mapping, unstructured lumigraph rendering, and light field mapping. The modified algorithms can be effectively supported on modern graphics hardware. Our results show that all three implementations are able to achieve interactive or real-time frame rates.