Results 1 - 10
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16
Light Field Rendering
, 1996
"... A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or correspondences between multiple images. In this paper, w ..."
Abstract
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Cited by 913 (22 self)
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A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or correspondences between multiple images. In this paper, we describe a simple and robust method for generating new views from arbitrary camera positions without depth information or feature matching, simply by combining and resampling the available images. The key to this technique lies in interpreting the input images as 2D slices of a 4D function - the light field. This function completely characterizes the flow of light through unobstructed space in a static scene with fixed illumination. We describe a
The Lumigraph
- In Proceedings of SIGGRAPH 96
, 1996
"... This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions. Unlike the shape capture process traditionally used ..."
Abstract
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Cited by 732 (33 self)
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This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions. Unlike the shape capture process traditionally used in computer vision and the rendering process traditionally used in computer graphics, our approach does not rely on geometric representations. Instead we sample and reconstruct a 4D function, which we call a Lumigraph. The Lumigraph is a subset of the complete plenoptic function that describes the flow of light at all positions in all directions. With the Lumigraph, new images of the object can be generated very quickly, independent of the geometric or illumination complexity of the scene or object. The paper discusses a complete working system including the capture of samples, the construction of the Lumigraph, and the subsequent rendering of images from this new representation. 1
Rendering with Concentric Mosaics
, 1999
"... This paper presents a novel 3D plenoptic function, which we call concentric mosaics. We constrain camera motion to planar concentric circles, and create concentric mosaics using a manifold mosaic for each circle (i.e., composing slit images taken at different locations) . Concentric mosaics index al ..."
Abstract
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Cited by 177 (23 self)
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This paper presents a novel 3D plenoptic function, which we call concentric mosaics. We constrain camera motion to planar concentric circles, and create concentric mosaics using a manifold mosaic for each circle (i.e., composing slit images taken at different locations) . Concentric mosaics index all input image rays naturally in 3 parameters: radius, rotation angle and vertical elevation. Novel views are rendered by combining the appropriate captured rays in an efficient manner at rendering time. Although vertical distortions exist in the rendered images, they can be alleviated by depth correction. Like panoramas, concentric mosaics do not require recovering geometric and photometric scene models. Moreover, concentric mosaics provide a much richer user experience by allowing the user to move freely in a circular region and observe significant parallax and lighting changes. Compared with a Lightfield or Lumigraph, concentric mosaics have much smaller file size because only a 3D plenopt...
Time Critical Lumigraph Rendering
- IN SYMPOSIUM ON INTERACTIVE 3D GRAPHICS
, 1997
"... It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) can be fully characterized by a 4D function over the space of rays crossing a surface surrounding the object (or surrounding the empty space) [10, 8]. Methods to represent this ..."
Abstract
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Cited by 51 (4 self)
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It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) can be fully characterized by a 4D function over the space of rays crossing a surface surrounding the object (or surrounding the empty space) [10, 8]. Methods to represent this function and quickly render individual images from this representation given an arbitrary cameras were also described. This paper extends the work outlined by Gortler et al [8] by demonstrating a taxonomy of methods to accelerate the rendering process by trading off quality for time. Given the specific limitation of a given hardware configuration, we discuss methods to tailor a critical time rendering strategy using these methods.
Holographic Stereograms as Discrete Imaging Systems
- Practical Holography, Proc. SPIE
, 1994
"... Unlike holograms of real objects, holographic stereograms consist of information recorded from a relatively small number of discrete viewpoints. As discrete imaging systems, holographic stereograms are susceptible to aliasing artifacts caused by insufficient or improper sampling. A characterization ..."
Abstract
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Cited by 34 (3 self)
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Unlike holograms of real objects, holographic stereograms consist of information recorded from a relatively small number of discrete viewpoints. As discrete imaging systems, holographic stereograms are susceptible to aliasing artifacts caused by insufficient or improper sampling. A characterization of sampling-related image artifacts in holographic stereograms is presented. Constraints on image extent and resolution imposed by sampling are outlined. Methods of reducing or eliminating aliasing artifacts in both photographically-recorded and computer-generated holographic stereogram images are described. Results of this analysis can be generalized to describe other autostereoscopic displays. 1. INTRODUCTION Holographic stereography is the most widely used holographic technique for producing three-dimensional imagery from two-dimensional views. Holographic stereograms are the result of the merger of two approaches to three-dimensional imagery: display holography, with its roots in the wor...
Plenoptic image editing
- In Proc. 5th Int. Conf.on Computer Vision
, 1998
"... This paper presents a new class of interactive image editing operations designed to maintain consistency between multiple images of a physical 3D scene. The distinguishing feature of these operations is that edits to any one image propagate automatically to all other images as if the (unknown) 3D sc ..."
Abstract
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Cited by 30 (6 self)
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This paper presents a new class of interactive image editing operations designed to maintain consistency between multiple images of a physical 3D scene. The distinguishing feature of these operations is that edits to any one image propagate automatically to all other images as if the (unknown) 3D scene had itself been modified. The modified scene can then be viewed interactively from any other camera viewpoint and under different scene illuminations. The approach is useful first as a power-assist that enables a user to quickly modify many images by editing just a few, and second as a means for constructing and editing image-based scene representations by manipulating a set of photographs. The approach works by extending operations like image painting, scissoring, and morphing so that they alter a scene’s generalized plenoptic function in a physically-consistent way, thereby affecting scene appearance from all viewpoints simultaneously. A key element in realizing these operations is a new volumetric decomposition technique for reconstructing an scene’s plenoptic function from an incomplete set of camera viewpoints. 1
The ultragram: A generalized holographic stereogram
- In Proceedings of the SPIE Practical Holography V
, 1991
"... A method for producing holographic stereograms with reduced geometrical constraints is presented. The type of holographic stereogram produced, called the ULTRAGRAM, can offer a combination of large viewing zone, arbitrary viewing distance, minimal image distortion, and high spatial resolution, depen ..."
Abstract
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Cited by 17 (5 self)
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A method for producing holographic stereograms with reduced geometrical constraints is presented. The type of holographic stereogram produced, called the ULTRAGRAM, can offer a combination of large viewing zone, arbitrary viewing distance, minimal image distortion, and high spatial resolution, depending on alterable parameters in the image processing software. Computerbased image processing techniques are used to mimic the effect of optical devices while permitting simple re-configurability. The ULTRAGRAM holographic exposure apparatus can be built with reduced attention to the final viewing geometry. An astigmatic computer graphics camera design greatly simplifies image generation. The techniques described are applicable to both one and multi-step stereograms, optical predistortion methods, and both horizontal and full-parallax systems.
Hardware-Based Rendering of Full-Parallax Synthetic Holograms
- APPLIED OPTICS
, 1999
"... We present a method for efficiently calculating the interference of complex-valued two-dimensional wave patterns which is usefull during the generation of synthetic holograms. These patterns are represented as special kind of images (textures), the interference is calculated in a computer graphic ..."
Abstract
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Cited by 4 (0 self)
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We present a method for efficiently calculating the interference of complex-valued two-dimensional wave patterns which is usefull during the generation of synthetic holograms. These patterns are represented as special kind of images (textures), the interference is calculated in a computer graphics rendering process. This enables us to leverage hardware support for holographic imaging which is implemented in many state-of-the-art computer workstations. Using this approach we gain a speed-up of 60 to 90 compared to conventional calculation methods for interfering wave patterns. Our
Fast Texture-Based Interference for Synthetic Holography
- Mathematics and Computers in Simulation
, 1998
"... We present a new texture-based method for holographic imaging. The geometric input data is transformed into what we call a holographic equivalent, which consists of texture-mapped rectangles. The textures represent complex-valued wave patterns originating from geometric primitives of the object to b ..."
Abstract
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Cited by 1 (0 self)
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We present a new texture-based method for holographic imaging. The geometric input data is transformed into what we call a holographic equivalent, which consists of texture-mapped rectangles. The textures represent complex-valued wave patterns originating from geometric primitives of the object to be imaged. We show how to exploit OpenGL and graphics hardware in order to simulate interference. A speed up of a factor of about 35 is achieved compared to a traditional hologram generation method. This now enables real-time, full-parallax hologram generation for moderate object complexities and hologram resolutions.
Abstract Tile-Based 3D Display Using A Reconfigurable Display Matrix
"... This paper presents a tile-based truly three-dimensional display system using a reconfigurable display matrix. The display surface is configured into a non-planar, discontinuous, and tile-wise shape according to the scene image’s depth information. Two prewarped scene images are projected onto the d ..."
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This paper presents a tile-based truly three-dimensional display system using a reconfigurable display matrix. The display surface is configured into a non-planar, discontinuous, and tile-wise shape according to the scene image’s depth information. Two prewarped scene images are projected onto the display matrix to account for projector occlusion. We describe the projector-based rendering process and introduce the algorithms to model the scene-shaped display surface and create the pre-warped images from the scene image. Our display matrix can be configured into many scenes without building the exact geometric models. By adjusting the tile positions, we can reproduce different scenes on the display matrix. Furthermore, to interactively manipulate the scene, we develop a 16×8 set of linear motion controllers for our display matrix.

