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dc.contributor.authorTodt, S.en_US
dc.contributor.authorRezk-Salama, C.en_US
dc.contributor.authorKolb, A.en_US
dc.contributor.editorIk Soo Lim and Wen Tangen_US
dc.date.accessioned2014-01-31T20:02:19Z
dc.date.available2014-01-31T20:02:19Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905673-67-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/027-033en_US
dc.description.abstractThis paper studies the problem of integrating high-quality light field rendering into state-of-the-art real-time computer games. We present a complete production pipeline for generation of light fields from arbitrary complex 3D content using commercial 3D modeling software commonly used in the gaming industry. We show how recent advances in light field rendering techniques can be used to composite light fields with dynamic scene content. The results demonstrate the potential of light fields as a valuable extension to polygonal rendering techniques by employing accurate silhouette reconstruction and correct per-pixel depth values for scene composition. Level of detail techniques are applied to light fields to optimize rendering performance. Dynamic light field rendering is implemented to account for animation, deformation and varying lighting conditions.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Image-Based Renderingen_US
dc.titleLight Field Rendering for Gamesen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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