In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which significantly lowers total depth buffer bandwidth usage for a range of test scenes. In addition, our compressor/decompressor is simpler in the number of operations needed to execute, which makes our algorithm more amenable for hardware implementation than previous methods
This paper presents a novel strategy for the compression of depth maps. The proposed scheme starts w...
Abstract—With the growing demands for 3D and multi-view video content, efficient depth data coding b...
Pre-calculated depth information is essential for efficient light field video rendering, due to the ...
Previous depth buffer compression schemes are tuned for compressing depths values generated when ras...
Depth buffer performance is crucial to modern graphics hardware. This has led to a large number of a...
The field of computer graphics refers to the use of computers to generate realistic-looking images f...
An efficient way to transmit multi-view images is to send the texture image together with a correspo...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
3D video representations usually associate to each view a depth map with the corresponding geometric...
This paper presents what we believe are the first (public) algorithms for floating-point (fp) color an...
Unlike traditional RGB video, Kinect-like depth is characterized by its large variation range and in...
Publisher Copyright: © 2023 Copyright held by the owner/author(s).Depth maps are needed by various g...
Large scale 3D scenes in applications like space simulations are often subject to depth buffer relat...
... this paper, we propose a new algorithm for the coding of depth-maps that provides an efficient r...
With the growing demands for 3D and multi-view video content, efficient depth data coding becomes a ...
This paper presents a novel strategy for the compression of depth maps. The proposed scheme starts w...
Abstract—With the growing demands for 3D and multi-view video content, efficient depth data coding b...
Pre-calculated depth information is essential for efficient light field video rendering, due to the ...
Previous depth buffer compression schemes are tuned for compressing depths values generated when ras...
Depth buffer performance is crucial to modern graphics hardware. This has led to a large number of a...
The field of computer graphics refers to the use of computers to generate realistic-looking images f...
An efficient way to transmit multi-view images is to send the texture image together with a correspo...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
3D video representations usually associate to each view a depth map with the corresponding geometric...
This paper presents what we believe are the first (public) algorithms for floating-point (fp) color an...
Unlike traditional RGB video, Kinect-like depth is characterized by its large variation range and in...
Publisher Copyright: © 2023 Copyright held by the owner/author(s).Depth maps are needed by various g...
Large scale 3D scenes in applications like space simulations are often subject to depth buffer relat...
... this paper, we propose a new algorithm for the coding of depth-maps that provides an efficient r...
With the growing demands for 3D and multi-view video content, efficient depth data coding becomes a ...
This paper presents a novel strategy for the compression of depth maps. The proposed scheme starts w...
Abstract—With the growing demands for 3D and multi-view video content, efficient depth data coding b...
Pre-calculated depth information is essential for efficient light field video rendering, due to the ...