Show simple item record

dc.contributor.authorMax, Nelsonen_US
dc.contributor.authorDeussen, Oliveren_US
dc.contributor.authorKeating, Bretten_US
dc.contributor.editorDani Lischinski and Greg Ward Larsonen_US
dc.date.accessioned2014-01-27T13:43:49Z
dc.date.available2014-01-27T13:43:49Z
dc.date.issued1999en_US
dc.identifier.isbn3-211-83382-Xen_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR99/057-062en_US
dc.description.abstractMulti-layered depth images containing color and normal information for subobjects in a hierarchical scene model are precomputed with standard zbuffer 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleHierarchical Image-Based Rendering using Texture Mapping Hardwareen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record