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Large environment rendering using plenoptic primitives
One of the most difficult tasks in computer graphics is to enable virtual walkthroughs in very large and complicated environments that are photorealistic, seamless, and in real time. Current image-based rendering techniques, while capable of photorealism and interactive speeds, have failed in practi...
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Published in: | IEEE transactions on circuits and systems for video technology 2003-11, Vol.13 (11), p.1064-1073 |
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Main Authors: | , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | One of the most difficult tasks in computer graphics is to enable virtual walkthroughs in very large and complicated environments that are photorealistic, seamless, and in real time. Current image-based rendering techniques, while capable of photorealism and interactive speeds, have failed in practice to extend to visualizations of such environments. We demonstrate an approach that defines a virtual walkthrough experience using plenoptic primitives (PPs). A PP can be any type of local visual experience: 360/spl deg/ static panorama, panoramic video (PV), lumigraph/light field representation, or concentric mosaics (CMs). By combining them judiciously, user experience can be authored with significantly reduced effort while maintaining high-quality user experience. We illustrate our technique on synthetic and real environments using PVs and CMs and show how the problem of achieving smooth transitions among PVs and CMs can be solved by using position-dependent local geometries. |
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ISSN: | 1051-8215 1558-2205 |
DOI: | 10.1109/TCSVT.2003.817357 |