Learn More
We introduce the occlusion camera: a non-pinhole camera with 3D distorted rays. Some of the rays sample surfaces that are occluded in the reference view, while the rest sample visible surfaces. The extra samples alleviate disocclusion errors. The silhouette curves are pushed back, so nearly visible samples become visible. A single occlusion camera covers(More)
We present a technique for rendering reflections on complex reflectors at interactive rates based on approximating the geometry of the reflected scene with impostors. The reflections correctly convey the distance to the reflector surface and provide motion parallax. Two types of impostors are adapted to the reflections framework: billboards and depth maps.(More)
In this paper, we propose a real-time method for rendering soft shadows and inter-reflections of dynamic objects under complex illumination. In previous methods, many efforts were taken to acquire occlusion and reflection informations for dynamic scene on the fly, and the result image cannot be generated in real time. In our approach, these informations for(More)
This paper presents sample-based cameras for rendering high quality reflections on convex reflectors at interactive rates. The method supports change of view, moving objects and reflectors, higher order reflections, view-dependent lighting of reflected objects, and reflector surface properties. In order to render reflections with the feed forward graphics(More)
Camera models are essential infrastructure in computer vision, computer graphics, and visualization. The most frequently used camera models are based on the single- viewpoint constraint. Removing this constraint brings the advantage of improved flexibility in camera design. However, prior camera models that eliminate the single- viewpoint constraint are(More)
We propose a two phase hybrid reflection rendering method based on approximating the reflected rays with a set of simple cameras modeled as continuous 3-ray cameras. In the first, "backward", phase, the view volume of each simple camera is intersected with a hierarchical subdivision of the scene to find the geometry it encompasses. In the second, "forward",(More)
In this paper, we propose an image-based texture model called illumination-dependent texture (IDT), for realistically rendering objects covered with three-dimensional(3D) texture under low-frequency illumination. A framework of IDT is presented, which includes acquisition, analysis, synthesis and rendering. After sampling 3D texture images, we analyze(More)
  • 1