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Issue No.06 - November/December (2003 vol.23)
pp: 22-30
Daniel G. Aliaga , Princeton University
Thomas Funkhouser , Princeton University
Dimah Yanovsky , Harvard University
Ingrid Carlbom , Lucent Bell Labs
<p>Visual simulation of large real-world environments is one of the grand challenges of computer graphics. Applications include remote education, virtual heritage, specialist training, electronic commerce, and entertainment. The sea of images image-based approach provides interactive and photorealistic walkthroughs of complex indoor environments. The strategy obtains a dense sampling of viewpoints in a large static environment with omnidirectional images. A motorized cart is used to capture omnidirectional images every few inches on an eye-height plane throughout an environment. They then compress and store the images in a multiresolution hierarchy suitable for real-time prefetching to produce interactive walkthroughs. Finally, they render novel images for a simulated observer viewpoint using a feature-based warping algorithm. They demonstrate photorealistic walkthroughs of real-world environments reproducing specular reflections and occlusion effects while rendering 20-30 frames per second.</p>
image-based rendering, warping, large environments, walkthroughs, omnidirectional, image features, compression, real-time
Daniel G. Aliaga, Thomas Funkhouser, Dimah Yanovsky, Ingrid Carlbom, "Sea of Images: A Dense Sampling Approach for Rendering Large Indoor Environments", IEEE Computer Graphics and Applications, vol.23, no. 6, pp. 22-30, November/December 2003, doi:10.1109/MCG.2003.1242379
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