Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th 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
Hierarchical image caching for accelerated walkthroughs of complex environments
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
Proceedings of the 1997 symposium on Interactive 3D graphics
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Hi-index | 0.00 |
A distributed virtual reality system base on a hybrid rendering scheme is presented in this paper. Unlike the traditional image based rending algorithm, our approach divides the local scene within the frustum of the current viewpoint into two layers, i.e., the front layer and the back layer. Objects in the front layer are rendered in real time with a geometry based hardware z-buffer algorithm. To generate the image of back layer, we first perform a nonlinear transformation to all visible points of a key-frame adjacent to the current viewpoint to reveal their coplanar characteristics. A hierarchical quadrangle approximation of the local scene is then set up, the intermediate image of the back layer at the current viewpoint is then obtained by re-projecting these quadrangles onto the current image plane, gaps that might appear on the intermediate image are filled by bi-directional backward warping. As our approach consists of two independent phases, it can be easily implemented in parallel or distribution mode. Experimental results show that our approach has a satisfactory performance.