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Hierarchical Image-Based Rendering using Texture Mapping Hardware

  • Nelson Max
  • Oliver Deussen
  • Brett Keating
Part of the Eurographics book series (EUROGRAPH)

Abstract

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.

Keywords

Depth Image Texture Mapping Rendering Technique Orthogonal View Output Pixel 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag/Wien 1999

Authors and Affiliations

  • Nelson Max
    • 1
  • Oliver Deussen
    • 2
  • Brett Keating
    • 1
  1. 1.University of CaliforniaDavisUSA
  2. 2.University of MagdeburgGermany

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