Abstract | ||
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In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation (DIBR) object, which is defined in MPEG-4 Animation Framework eXtension (AFX). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modern graphic processing unit (GPU) and programmable shader support, we develop an efficient hardware-accelerated rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method. |
Year | DOI | Venue |
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2006 | 10.1007/11848035_74 | MRCS |
Keywords | Field | DocType |
software-based rendering,efficient hardware-accelerated rendering algorithm,accelerating depth,programmable shader support,practical method,fragment shader,hardware-accelerated rendering,conventional rendering,surface rendering,rendering speed,conventional opengl-based rendering method,hardware accelerator,graphics hardware | Computer vision,Parallel rendering,Computer graphics (images),3D rendering,Computer science,Real-time rendering,Texture memory,Artificial intelligence,Rendering (computer graphics),Image-based modeling and rendering,Software rendering,Tiled rendering | Conference |
Volume | ISSN | ISBN |
4105 | 0302-9743 | 3-540-39392-7 |
Citations | PageRank | References |
5 | 0.66 | 10 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Man Hee Lee | 1 | 77 | 8.18 |
In Kyu Park | 2 | 316 | 35.97 |