Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th 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
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
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
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
Visualization of complex models using dynamic texture-based simplification
Proceedings of the 7th conference on Visualization '96
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
Tour into the picture: using a spidery mesh interface to make animation from a single image
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Synthesizing realistic facial expressions from photographs
Proceedings of the 25th 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
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
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Unstructured lumigraph rendering
Proceedings of the 28th 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
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Textured depth meshes for real-time rendering of arbitrary scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
View-base Rendering: Visualizing Real Objects from Scanned Range and Color Data
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Point-Based Impostors for Real-Time Visualization
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
3-D transformations of images in scanline order
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
Computing Visibility Without Depth
Computing Visibility Without Depth
An Image-Based Approach to Three-Dimensional Computer Graphics
An Image-Based Approach to Three-Dimensional Computer Graphics
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
Foundations and Trends® in Computer Graphics and Vision
Solid height-map sets: modeling and visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
An efficient algorithm for depth image rendering
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
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We present an extension of View-Dependent Texture Mapping (VDTM) allowing rendering of complex geometric meshes at high frame rates without usual blurring or skinning artifacts. We combine a hybrid geometric and image-based representation of a given 3D object to speed-up rendering at the cost of a little loss of visual accuracy.During a precomputation step, we store an image-based version of the original mesh by simply and quickly computing textures from viewpoints positionned around it by the user. During the rendering step, we use these textures in order to map on the fly colors and geometric details onto the surface of a low-polygon-count version of the mesh.Real-time rendering is achieved while combining up to three viewpoints at a time, using pixel shaders. No parameterization of the mesh is needed and occlusion effects are taken into account while computing on the fly the best viewpoints for a given pixel. Moreover, the integration of this method in common real-time rendering systems is straightforward and allows applying self-shadowing as well as other z-buffer effects.