View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th 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
SUSAN—A New Approach to Low Level Image Processing
International Journal of Computer Vision
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The Visual Hull Concept for Silhouette-Based Image Understanding
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Polyhedral Visual Hulls for Real-Time Rendering
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CVPR '98 Proceedings of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition
Dense Disparity Maps in Real-Time with an Application to Augmented Reality
WACV '02 Proceedings of the Sixth IEEE Workshop on Applications of Computer Vision
Rendering real-world objects using view interpolation
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Gaze Manipulation for One-to-one Teleconferencing
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
High-quality video view interpolation using a layered representation
ACM SIGGRAPH 2004 Papers
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IEEE Transactions on Pattern Analysis and Machine Intelligence
Enhanced Real-time Stereo Using Bilateral Filtering
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
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CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
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I3D '11 Symposium on Interactive 3D Graphics and Games
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We present an algorithm for efficient depth calculations and view synthesis. The main goal is the on-line generation of realistic interpolated views of a dynamic scene. The inputs are video-streams originating from two or more calibrated, static cameras. Efficiency is accomplished by the parallel use of the CPU and the GPU in a multi-threaded implementation. The input images are projected on a plane sweeping through 3D space, using the hardware accelerated transformations available on the GPU. A correlation measure is calculated simultaneously for all pixels on the plane and is compared at the different plane positions. A noisy 'virtual' view and a crude depth map result in very limited time. We apply a min-cut/max-flow algorithm on a graph, implemented on the CPU, to ameliorate this result by a global optimisation.