Damien Porquet

Université de Limoges - Faculté des Sciences
83, rue d'Isle, 87000 Limoges (FRANCE)
Mèl : porquet [at]
Page perso :
Tel : 05 55 43 79 76 (standard)
Fax : 05 55 42 69 77

flag us/uk

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
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.
PDF - 530.7 KB
Postscript - 4 MB
OpenOffice presentation - 432.1 KB
PowerPoint presentation - 511.5 KB
- 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.

fig2 fig3
- 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)
fig1 fig4
fig5 fig6 fig7 fig8 fig9
Buddha video, DivX - 16.6 MB
Armadillo video, DivX - 39.6 MB