View-dependent textured splatting for rendering live scenes
暂无分享,去创建一个
This sketch presents a novel approach for rendering low resolution point clouds with multiple high resolution textures--the type of data commonly generated by real-time vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds.Our new algorithm---View-dependent Textured Splatting (VDTS)---combines traditional splatting with a view-dependent texturing strategy to increase rendering quality of low resolution data sets with high resolution textures. VDTS requires no pre-processing, addresses texture visibility and anti-aliasing on the fly, and can be efficiently accelerated by commodity graphics hardware. Therefore it is well suited for real-time rendering of dynamic scenes online.
[1] Mark Segal,et al. Fast shadows and lighting effects using texture mapping , 1992, SIGGRAPH.
[2] Paul A. Beardsley,et al. Image-based 3D photography using opacity hulls , 2002, ACM Trans. Graph..
[3] Yizhou Yu,et al. Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping , 1998, Rendering Techniques.
[4] Michael Bosse,et al. Unstructured lumigraph rendering , 2001, SIGGRAPH.