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View Interpolation for Image Synthesis

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by Shenchang Eric Chen, et al.
Citations:603 - 0 self
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BibTeX

@MISC{Chen_viewinterpolation,
    author = {Shenchang Eric Chen and et al.},
    title = { View Interpolation for Image Synthesis},
    year = {}
}

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Abstract

Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry this concept to its logical extreme by using interpolated images to portray three-dimensional scenes. The special-effects technique of morphing, which combines interpolation of texture maps and their shape, is applied to computing arbitrary intermediate frames from an array of prestored images. If the images are a structured set of views of a 3D object or scene, intermediate frames derived by morphing can be used to approximate intermediate 3D transformations of the object or scene. Using the view interpolation approach to synthesize 3D scenes has two main advantages. First, the 3D representation of the scene may be replaced with images. Second, the image synthesis time is independent of the scene complexity. The correspondence between images, required for the morphing method, can be predetermined automatically using the range data associated with the images. The method is further accelerated by a quadtree decomposition and a view-independent visible priority. Our experiments have shown that the morphing can be performed at interactive rates on today’s high-end personal computers. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image-based primitives and incremental rendering. The method also can be used to greatly accelerate the computation of motion blur and soft shadows cast by area light sources.

Keyphrases

image synthesis    view interpolation    morphing method    computer graphic image    quadtree decomposition    image-based primitive    special-effects technique    view-independent visible priority    intermediate frame    view interpolation approach    area light source    scene complexity    high-end personal computer    arbitrary intermediate frame    image synthesis time    display primitive    soft shadow    virtual hologram    texture mapping    incremental rendering    range data    interpolated image    structured set    visual simulation    three-dimensional scene    motion blur    logical extreme    virtual environment    interactive rate    image-space simplification    prestored image    potential application    main advantage    texture map   

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