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Damien Porquet
Université de Limoges - Faculté des Sciences
83, rue d'Isle, 87000 Limoges (FRANCE)
Mèl : porquet [at] msi.unilim.fr
Page perso : http://damien.porquet.free.fr
Tel : 05 55 43 79 76 (standard)
Fax : 05 55 42 69 77
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Real-time Per-Pixel Viewpoint Interpolation
D.Porquet, D. Ghazanfarpour and J.-M. Dischler
Eurographics UK / Proceedings of Theory and Practice of Computer Graphics'2004, IEEE, pp. 219-225
Bournemouth, England, June 2004
Abstract
Real-time rendering of complex scenes is a crucial problem
in computer graphics. In this paper we present a simple
and efficient real-time (high frame rate) rendering method
in which the computational cost is almost independent of
the scene geometric complexity. The main advantages of
our method compared to other height eld warping approaches
such as Relief Texture Mapping, is that the scene
has no restriction concerning the nature of its geometry.
This method can be considered as a hybrid geometry and
image based representation of the scene, viewed along a 3D
camera path. The final image in an arbitrary viewpoint on
this path is rendered using a very small number of images
corresponding to the reference viewpoints. Real-time rendering
is performed using the pixels shaders functionality
of current graphics hardware.
Paper
Images
Precomputations
- store the depth variation of each pixel of the screen when the camera move around an object along a fixed path.
- compress data while calculating a set of segments linearly approximating the real depth variations.
- grab a few number of reference images of the object, taken from arbitrary viewpoints.
Rendering
- a coarse z-buffer of the scene is reconstructed (from compressed data) for any viewpoint on the path (CPU)
- the final depth is computed using the reference images (GPU)
- lighting is computed (GPU)
Videos