14 research outputs found

    Hierarchical Image-Based Rendering using Texture Mapping Hardware

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    Multi-layered depth images containing color and normal information for subobjects in a hierarchical scene model are precomputed with standard z-buffer hardware for six orthogonal views. These are adaptively selected according to the proximity of the viewpoint, and combined using hardware texture mapping to create reprojected output images for new viewpoints. (If a subobject is too close to the viewpoint, the polygons in the original model are rendered.) Specific z-ranges are selected from the textures with the hardware alpha test to give accurate 3D reprojection. The OpenGL color matrix is used to transform the precomputed normals into their orientations in the final view, for hardware shading

    The Delta Tree: An Object-Centered Approach to Image-Based Rendering

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    This paper introduces the delta tree, a data structure that represents an object using a set of reference images. It also describes an algorithm for generating arbitrary re-projections of an object by traversing its delta tree. Delta trees are an efficient representation in terms of both storage and rendering performance. Each node of a delta tree stores an image taken from a point on a sampling sphere that encloses the object. Each image is compressed by discarding pixels that can be reconstructed by warping its ancestor's images to the node's viewpoint. The partial image stored at each node is divided into blocks and represented in the frequency domain. The rendering process generates an image at an arbitrary viewpoint by traversing the delta tree from a root node to one or more of its leaves. A subdivision algorithm selects only the required blocks from the nodes along the path. For each block, only the frequency components necessary to reconstruct the final image at an appropriate sampling density are used. This frequency selection mechanism handles both antialiasing and level-of-detail within a single framework. A complex scene is initially rendered by compositing images generated by traversing the delta trees of its components. Once the reference views of a scene are rendered once in this manner, the entire scene can be reprojected to an arbitrary viewpoint by traversing its own delta tree. Our approach is limited to generating views of an object from outside the object's convex hull. In practice we work around this problem by subdividing objects to render views from within the convex hull

    Procedural Generation and Rendering of Realistic, Navigable Forest Environments: An Open-Source Tool

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    Simulation of forest environments has applications from entertainment and art creation to commercial and scientific modelling. Due to the unique features and lighting in forests, a forest-specific simulator is desirable, however many current forest simulators are proprietary or highly tailored to a particular application. Here we review several areas of procedural generation and rendering specific to forest generation, and utilise this to create a generalised, open-source tool for generating and rendering interactive, realistic forest scenes. The system uses specialised L-systems to generate trees which are distributed using an ecosystem simulation algorithm. The resulting scene is rendered using a deferred rendering pipeline, a Blinn-Phong lighting model with real-time leaf transparency and post-processing lighting effects. The result is a system that achieves a balance between high natural realism and visual appeal, suitable for tasks including training computer vision algorithms for autonomous robots and visual media generation.Comment: 14 pages, 11 figures. Submitted to Computer Graphics Forum (CGF). The application and supporting configuration files can be found at https://github.com/callumnewlands/ForestGenerato

    Spatially-encoded far-field representations for interactive walkthroughs

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    Point sample rendering

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.Includes bibliographical references (p. 54-56).We present an algorithm suitable for real-time, high quality rendering of complex objects. Objects are represented as a dense set of surface point samples which contain colour, depth and normal information. These point samples are obtained by sampling orthographic views on an equilateral triangle lattice. They are rendered directly and independently without any knowledge of surface topology. We introduce a novel solution to the problem of surface reconstruction using a hierarchy of Z-buffers to detect tears. The algorithm is fast, easily vectorizable, and requires only modest resources.by J.P. Grossman.S.M
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