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
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
OpenGL reference manual (2nd ed.): the official reference document to OpenGL, Version 1.1
OpenGL reference manual (2nd ed.): the official reference document to OpenGL, Version 1.1
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Procedural texture mapping on FPGAs
FPGA '99 Proceedings of the 1999 ACM/SIGDA seventh international symposium on Field programmable gate arrays
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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A hybrid method of image synthesis in IBR for novel viewpoints
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Movie-maps: An application of the optical videodisc to computer graphics
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
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
Acceleration of template-based ray casting for volume visualization using FPGAs
FCCM '95 Proceedings of the IEEE Symposium on FPGA's for Custom Computing Machines
Relief Texture Mapping
An Image-Based Approach to Three-Dimensional Computer Graphics
An Image-Based Approach to Three-Dimensional Computer Graphics
Construction of complex environments from a set of depth images
Integrated image and graphics technologies
Realtime ray tracing of dynamic scenes on an FPGA chip
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 Papers
Warping of a spherical representation of image-based models on GPU
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
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Image-based modeling and rendering (IBMR) techniques have been used to construct three-dimensional virtual scenes applied for VR applications by warping several two-dimensional images with depth information. In this paper, a novel approach of IBMR with depth information called double projective cylindrical texture mapping method (DPCM) is presented and implemented on an FPGA hardware platform. By the approach, based on a virtual double projective cylindrical camera model, the rendered scene is firstly projected onto the surface of a cylinder with perspective projection for the top and bottom view and parallel projection for the side view. Both color and depth images are captured after projection. Using the double projective cylindrical reference images (DPCI) as the source, a two-pass rendering process is conducted to generate new views of the 3D object and scene through a horizontal and vertical pre-warping followed by standard texture mapping. By taking the parallelism and reconfigurability of FPGA hardware, the algorithm is optimized for the architecture of circuit and well designed for memory management. Experimental results show that both improved rendering speed and good image quality could be achieved on the hardware platform.