KEYWORDS: Cameras, Visualization, Visual process modeling, Video, RGB color model, 3D modeling, Computing systems, 3D image processing, Calibration, Reconstruction algorithms
The aim of this work is to render high-quality views of a dynamic scene from novel viewpoints in real-time. An online system available at our institute computes the visual hull as a geometry proxy to guide the rendering at interactive rates. Because only a sparse set of cameras distributed around the scene is used to record the scene, only an coarse model of the scene geometry can be recovered.
To alleviate this problem, we render textured billboards defined by the voxel model of the visual hull, preserving details in the source images while achieving excellent performance. By exploiting multi-texturing capabilities of modern graphics hardware, real-time frame rates are attained. Our algorithm can be used as part of an inexpensive system to display 3D-videos, or ultimately even in live 3D-television. The user is able to watch the scene from an arbitrary viewpoint chosen interactively.
KEYWORDS: Visualization, Eye, 3D modeling, Stereo holograms, 3D visualizations, Visual process modeling, 3D image processing, Electroluminescence, Eye models, Image resolution
Single Image Random Dot Stereograms (SIRDS) are an attractive way of depicting three-dimensional objects using conventional display technology. Once trained in decoupling the eyes' convergence and focusing, autostereograms of this kind are able to convey the three-dimensional impression of a scene. We present in this work an algorithm that generates SIRDS at interactive frame rates on a
conventional PC. The presented system allows rotating a 3D geometry model and observing the object from arbitrary positions in real-time. Subjective tests show that the perception of a moving or rotating 3D scene presents no problem: The gaze remains focused onto the object. In contrast to conventional SIRDS algorithms, we render multiple pixels in a single step using a texture-based approach, exploiting the parallel-processing architecture of modern graphics
hardware. A vertex program determines the parallax for each vertex of the geometry model, and the graphics hardware's texture unit is used to render the dot pattern. No data has to be transferred between main memory and the graphics card for generating the autostereograms, leaving CPU capacity available for other tasks. Frame rates of 25 fps are attained at a resolution of 1024x512
pixels on a standard PC using a consumer-grade nVidia GeForce4 graphics card, demonstrating the real-time capability of the system.
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