Triangle-Based View Interpolation without Depth-Buffering

Triangle-Based View Interpolation without Depth-Buffering
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没有深度缓冲的基于三角形的视图插值

DOI:
10.1080/10867651.1998.10487495
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发表时间:
1998
期刊:
J. Graphics, GPU, & Game Tools
影响因子:
--
通讯作者:
P. Heng
P. Heng
中科院分区:
--
文献类型:
--
作者:
Chi;T. Wong;P. Heng

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Abstract In this paper, we propose a triangle-based view interpolation algorithm that can correctly resolve the visibility problem without depth-buffering. The algorithm is especially useful when depth information is not available, such as in the case of real-world photographs. By subdividing the reference image into variablesized triangles, view interpolation can be done efficiently using existing graphics hardware. We derive the drawing order between each pair of neighboring triangles from the epipolar geometry. Using this drawing order, a graph can be built and topological sorting is applied on the graph to obtain the complete drawing order of all triangles in linear time.
DOI: --
发表时间: 2020
期刊:
影响因子: --
作者:
石井 将大;照屋 唯紀;安田 貴徳;Sabrou Saitoh;H. Kawasaki;星野秀朋,佐藤慧,米田元
通讯作者: 星野秀朋,佐藤慧,米田元