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dc.contributor.authorMcAllister, David K.en_US
dc.contributor.authorNyland, Larsen_US
dc.contributor.authorPopescu, Voicuen_US
dc.contributor.authorLastra, Anselmoen_US
dc.contributor.authorMcCue, Chrisen_US
dc.contributor.editorDani Lischinski and Greg Ward Larsonen_US
dc.date.accessioned2014-01-27T13:43:50Z
dc.date.available2014-01-27T13:43:50Z
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/EGWR99/145-160en_US
dc.description.abstractOne of the most important goals of interactive computer graphics is to allow a user to freely walk around a virtual recreation of a real environment that looks as real as the world around us. But hand-modeling such a virtual environment is inherently limited and acquiring the scene model using devices also presents challenges. Interactively rendering such a detailed model is beyond the limits of current graphics hardware, but image-based approaches can significantly improve the status quo. We present an end-to-end system for acquiring highly detailed scans of large real world spaces, consisting of forty to eighty million range and color samples, using a digital camera and laser rangefinder. We explain successful techniques to represent these large data sets as image-based models and present contributions to image-based rendering that allow these models to be rendered in real time on existing graphics hardware without sacrificing the high resolution at which the data sets were acquired.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-Time Rendering of Real World Environmentsen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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