dc.contributor.author | McAllister, David K. | en_US |
dc.contributor.author | Nyland, Lars | en_US |
dc.contributor.author | Popescu, Voicu | en_US |
dc.contributor.author | Lastra, Anselmo | en_US |
dc.contributor.author | McCue, Chris | en_US |
dc.contributor.editor | Dani Lischinski and Greg Ward Larson | en_US |
dc.date.accessioned | 2014-01-27T13:43:50Z | |
dc.date.available | 2014-01-27T13:43:50Z | |
dc.date.issued | 1999 | en_US |
dc.identifier.isbn | 3-211-83382-X | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGWR/EGWR99/145-160 | en_US |
dc.description.abstract | One of the most important goals of interactive computer graphics is to allow a user to freely walk around a virtual recreation of a real environment that looks as real as the world around us. But hand-modeling such a virtual environment is inherently limited and acquiring the scene model using devices also presents challenges. Interactively rendering such a detailed model is beyond the limits of current graphics hardware, but image-based approaches can significantly improve the status quo. We present an end-to-end system for acquiring highly detailed scans of large real world spaces, consisting of forty to eighty million range and color samples, using a digital camera and laser rangefinder. We explain successful techniques to represent these large data sets as image-based models and present contributions to image-based rendering that allow these models to be rendered in real time on existing graphics hardware without sacrificing the high resolution at which the data sets were acquired. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-Time Rendering of Real World Environments | en_US |
dc.description.seriesinformation | Eurographics Workshop on Rendering | en_US |