Access Restriction

Source CiteSeerX
Content type Text
File Format PDF
Subject Domain (in DDC) Computer science, information & general works ♦ Data processing & computer science
Subject Keyword Interactive Rendering Figure ♦ Non-pinhole Approximation ♦ Non-pinhole Depth Image ♦ Approximation Quality ♦ Ambient Occlusion Effect ♦ Depth Image ♦ Fundamental Operation ♦ Previous Work ♦ Onedimensional Projection ♦ Non-pinhole Relief Texture Map ♦ Two-camera Configuration ♦ Non-pinhole Z-buffer ♦ Scene Geometry ♦ Epipolar Geometry Constraint ♦ Relief Texture Mapping ♦ Conventional Relief Texture Mapping ♦ Conventional Depth Image ♦ Output Image Z-buffer ♦ Non-pinhole Z-buffer Capture Hidden Part ♦ Non-pinhole Camera Offer Fast Projection ♦ Single View Direction ♦ Stable Ground Shadow ♦ Quality Reflection ♦ Interactive 3-d Graphic Application ♦ Single Viewpoint ♦ Ray Depth-image Intersection Proceeds ♦ Ambient Occlusion ♦ Perspective Projection ♦ Non-pinhole Camera ♦ Little Additional Cost
Abstract depth image of teapot and reflections rendered with it (left), and conventional depth image and reflection rendered with it (right). The non-pinhole depth image captures the lid and bottom of the teapot and produces quality reflections. Figure 2. Non-Pinhole relief texture maps and frames rendered with them (left) and conventional relief texture mapping (right). Figure 3. Non-pinhole z-buffer illustrated with color (left), ambient occlusion effect rendered using it (middle), and ambient occlusion effect rendered using output image z-buffer (right). The non-pinhole z-buffer captures hidden parts of the dragon for a more complete and stable ground shadow. Depth images have been used to approximate scene geometry in a variety of interactive 3-D graphics applications. In previous work, images were constructed using orthographic or perspective projection which limits approximation quality to what is visible along a single view direction or from a single viewpoint. This paper shows that images constructed with non-pinhole cameras improve approximation quality at little additional cost provided that the non-pinhole camera offers fast projection. For such a camera, the fundamental operation of ray depth-image intersection proceeds efficiently by searching along the onedimensional projection of the ray onto the image. In the context of two-camera configurations, our work extends epipolar geometry constraints to non-pinholes. We demonstrate the advantages of non-pinhole depth images in the context of reflections, refractions, relief texture mapping, and ambient occlusion.
Educational Role Student ♦ Teacher
Age Range above 22 year
Educational Use Research
Education Level UG and PG ♦ Career/Technical Study
Learning Resource Type Article