. This paper proposes a simple augmentation to texture mapping hardware which produces the correct depth buffer content and hence correct visibility when replacing complex objects by partially transparent textured polygons. Rendering such polygons exploits frame-to-frame coherence in image sequences of dynamic scenes. Correct depth values are obtained by keeping a small depth delta for every texel which represents the texel's deviation from the textured polygon. The polygon's depth values are modified at every pixel to match the depicted object's geometry. 1 Introduction and Motivation Rendering acceleration in three-dimensional computer graphics is usually achieved with dedicated graphics hardware. Available accelerators g...
Three dimensional videos and virtual reality applications are gaining wide range of popularity in re...
Depth-image-based rendering (DIBR) is used to generate addition-al views of a real-world scene from ...
contrast in order to enhance their depth perception. In our work we mimic such an effect for compute...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
An efficient hole filling algorithm is presented providing texture compilation for invisible pixels ...
Abstract- In the pursuit of photo-realism in conventional polygon-based computer graphics, models ha...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
The field of computer graphics refers to the use of computers to generate realistic-looking images f...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
A vastly growing number of productions from the entertainment industry are aiming at 3D movie theate...
In this paper we present a novel and efficient depth-image representation and warping technique base...
Three-dimensional scenes have become an important form of content deliverable through the Internet. ...
Multi-layered depth images containing color and normal information for subobjects in a hierarchical ...
textRendering in computer graphics is the process of converting a three dimensional scene descriptio...
Three dimensional videos and virtual reality applications are gaining wide range of popularity in re...
Depth-image-based rendering (DIBR) is used to generate addition-al views of a real-world scene from ...
contrast in order to enhance their depth perception. In our work we mimic such an effect for compute...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
An efficient hole filling algorithm is presented providing texture compilation for invisible pixels ...
Abstract- In the pursuit of photo-realism in conventional polygon-based computer graphics, models ha...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
The field of computer graphics refers to the use of computers to generate realistic-looking images f...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
A vastly growing number of productions from the entertainment industry are aiming at 3D movie theate...
In this paper we present a novel and efficient depth-image representation and warping technique base...
Three-dimensional scenes have become an important form of content deliverable through the Internet. ...
Multi-layered depth images containing color and normal information for subobjects in a hierarchical ...
textRendering in computer graphics is the process of converting a three dimensional scene descriptio...
Three dimensional videos and virtual reality applications are gaining wide range of popularity in re...
Depth-image-based rendering (DIBR) is used to generate addition-al views of a real-world scene from ...
contrast in order to enhance their depth perception. In our work we mimic such an effect for compute...