OBBTree: a hierarchical structure for rapid interference detection
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
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
An image-based approach to three-dimensional computer graphics
An image-based approach to three-dimensional computer graphics
Multiple-center-of-projection images
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
LDI tree: a hierarchical representation for image-based rendering
Proceedings of the 26th 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
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Towards Point-Based Acquisition and Rendering of Large Real-World Environments
SIBGRAPI '02 Proceedings of the 15th Brazilian Symposium on Computer Graphics and Image Processing
The Impact of Dense Range Data on Computer Graphics
MVIEW '99 Proceedings of the IEEE Workshop on Multi-View Modeling & Analysis of Visual Scenes
A Hybrid Representation of Environment Models in Image-Based Real Time Walkthrough
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Surface reconstruction and display from range and color data
Surface reconstruction and display from range and color data
Collision queries using oriented bounding boxes
Collision queries using oriented bounding boxes
Real-time rendering of real world environments
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Double projective cylindrical texture mapping on FPGA
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Hi-index | 0.00 |
In this chapter, we discuss the research issues and state-of-the-art of construction of complex environments from a set of depth images. A newly proposed automatic construction algorithm is mainly introduced in this chapter. The algorithm proposes a hybrid representation of complex models by a combination of points and polygons. Through the model, a real time walkthrough of a complex scene can be achieved. By the approach, starting from a set of depth reference images, all pixels of the images are classified into two categories, corresponding respectively to the planar and non-planar surfaces in the scene and then all redundant pixels are eliminated according to their sampling rate. For the pixels corresponding to non-planar surfaces, a local reconstruction and resampling process is employed to generate a set of new samples, organized by OBB-tree. For the pixels corresponding to planar surfaces, their corresponding textures are reconstructed and holes in textures are analyzed and filled in pre-processing stage. Under this hybrid representation, a culling algorithm can be employed to greatly improve rendering efficiency and a real time walkthrough of a complex scene can be achieved with no restriction on user's motion.