In the last decade a new family of methods, namely Image-Based Rendering, has appeared. These techniques rely on the use of precomputed images to totally or partially substitute the geometric representation of the scene. This allows to obtain realistic renderings even with modest resources. The main problem is the amount of data needed, mainly due to the high redundancy and the high computational cost of capture. In this paper we present a new method to automatically determine the correct camera placement positions in order to obtain a minimal set of views for Image-Based Rendering. The input is a 3D polyhedral model including textures and the output is a set of views that sample all visible polygons at an appropriate rate. The viewpoints s...
In this chapter we review the use of an information channel as a unified framework for viewpoint sel...
Viewpoint selection has been an emerging area in computer graphics for some years, and it is now get...
The computation of high quality animation sequences is expensive. Generation time for each frame can...
In the last decade a new family of methods, namely Image-Based Rendering, has appeared. These techni...
We present a new method to automatically determine the correct camera placement positions in order t...
Computation of good viewpoints is important in several fields: computational geometry, visual servoi...
In this paper, a new viewpoint-based simplification approach is proposed for polygonal meshes. This ...
In this paper, a new viewpoint-based simplification approach is proposed for polygonal meshes. This ...
The computation of good viewpoints is useful in many fields: exploration of virtual worlds, global i...
Several methods that use the notion of viewpoint quality have been recently introduced in different ...
Automatic computation of best views of objects are very useful. For example, they can be used as the...
Automatic computation of best views of objects are very useful. For example, they can be used as the...
This paper proposes several algorithms for selecting viewpoints, based on information quantities, wh...
In a visualization of a three-dimensional dataset, the insights gained are dependent on what is occl...
Viewpoint selection has been an emerging area in computer graphics for some years, and it is now get...
In this chapter we review the use of an information channel as a unified framework for viewpoint sel...
Viewpoint selection has been an emerging area in computer graphics for some years, and it is now get...
The computation of high quality animation sequences is expensive. Generation time for each frame can...
In the last decade a new family of methods, namely Image-Based Rendering, has appeared. These techni...
We present a new method to automatically determine the correct camera placement positions in order t...
Computation of good viewpoints is important in several fields: computational geometry, visual servoi...
In this paper, a new viewpoint-based simplification approach is proposed for polygonal meshes. This ...
In this paper, a new viewpoint-based simplification approach is proposed for polygonal meshes. This ...
The computation of good viewpoints is useful in many fields: exploration of virtual worlds, global i...
Several methods that use the notion of viewpoint quality have been recently introduced in different ...
Automatic computation of best views of objects are very useful. For example, they can be used as the...
Automatic computation of best views of objects are very useful. For example, they can be used as the...
This paper proposes several algorithms for selecting viewpoints, based on information quantities, wh...
In a visualization of a three-dimensional dataset, the insights gained are dependent on what is occl...
Viewpoint selection has been an emerging area in computer graphics for some years, and it is now get...
In this chapter we review the use of an information channel as a unified framework for viewpoint sel...
Viewpoint selection has been an emerging area in computer graphics for some years, and it is now get...
The computation of high quality animation sequences is expensive. Generation time for each frame can...