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Image-based or light field rendering has received much recent attention as an alternative to traditional geometric methods for modeling and rendering complex objects. A light field represents the radiance flowing through all the points in a scene in all possible directions. We explore two new techniques for efficiently acquiring, storing, and reconstructing(More)
Modeling and rendering of plants and trees requires generating and processing large numbers of polygons. Geometry simplification methods may be used to reduce the polygon count and obtain a multiresolution representation. However, those methods fail to preserve the visual structure of a tree. We propose a different approach: procedural multiresolution. We(More)
We present a client/server system that is able to display 3D scenes on handheld devices. This kind of devices have important restrictions of memory and computing power. Therefore, we need to limit the amount of geometry sent by the server to each client. We extract the geometry that is visible for each client and send it. The clients render the geometry(More)
This paper presents a new method for realistic real-time rendering of tree foliage. Some approaches to this problem have been presented before but the quality of their results was not maintainable with respect to changes in view vector and observer distance. Our method is based on a hierarchy of images obtained from pre-processing the botanical tree(More)
Omni-directional video (ODV) is a novel medium that offers viewers a 360º panoramic recording. This type of content will become more common within our living rooms in the near future, seeing that immersive displaying technologies such as 3D television are on the rise. However, little attention has been given to how to interact with ODV content. We(More)
We present a simple calibration method for computing the extrinsic parameters (pose) and intrinsic parameters (focal length and principal point) of a camera by imaging a pattern of known geometry. Usually, the patterns used in calibration algorithms are complex to build (three orthogonal planes) or need a lot of features (checkerboard-like pattern). We(More)
This paper presents a methodology for integrating synthetic objects into real scenes. We take a set of photographs of the real scene and build a simple image-based model. We use high dynamic range images to build an accurate representation of the lighting in the scene. Then we insert a synthetic object into the model and compute its illumination and shading(More)