Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
IEEE Transactions on Pattern Analysis and Machine Intelligence
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
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
The WarpEngine: an architecture for the post-polygonal age
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Interactive backprojected soft shadows with an occlusion camera shadow map
ACM SIGGRAPH 2007 posters
Occlusion-Resistant Camera Design for Acquiring Active Environments
IEEE Computer Graphics and Applications
Technical Section: View-projection animation for 3D occlusion management
Computers and Graphics
Proceedings of the 2008 symposium on Interactive 3D graphics and games
ACM SIGGRAPH Asia 2009 papers
Rectilinear texture warping for fast adaptive shadow mapping
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Human-engine: viewing 4D mesh captures on mobile devices
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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Rendering a scene using a single depth image suffers from disocclusion errors as the view translates away from the reference view. We present the depth discontinuity occlusion camera (DDOC), a non-pinhole camera that samples surfaces which are hidden in the reference view, but are likely to become visible in nearby views. The DDOC reference image alleviates disocclusion errors; since it has a single layer, it maintains the advantages of regular depth images such as bounded number of samples, efficient incremental processing, and implicit connectivity. The DDOC is defined by the reference view and the geometry it encompasses. The reference planar pinhole camera is 3D distorted at depth discontinuities. The distortion is fine-grain controlled with a distortion map, which allows handling complex scenes. The DDOC provides fast projection so the reference image is constructed efficiently with the feed-forward graphics pipeline.