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Towards multi-perspective rasterization

Published: 25 April 2009 Publication History

Abstract

We present a novel framework for real-time multi-perspective rendering. While most existing approaches are based on ray-tracing, we present an alternative approach by emulating multi-perspective rasterization on the classical perspective graphics pipeline. To render a general multi-perspective camera, we first decompose the camera into piecewise linear primitive cameras called the general linear cameras or GLCs. We derive the closed-form projection equations for GLCs and show how to rasterize triangles onto GLCs via a two-pass rendering algorithm. In the first pass, we compute the GLC projection coefficients of each scene triangle using a vertex shader. The linear raster on the graphics hardware then interpolates these coefficients at each pixel. Finally, we use these interpolated coefficients to compute the projected pixel coordinates using a fragment shader. In the second pass, we move the pixels to their actual projected positions. To avoid holes, we treat neighboring pixels as triangles and re-render them onto the GLC image plane. We demonstrate our real-time multi-perspective rendering framework in a wide range of applications including synthesizing panoramic and omnidirectional views, rendering reflections on curved mirrors, and creating multi-perspective faux animations. Compared with the GPU-based ray tracing methods, our rasterization approach scales better with scene complexity and it can render scenes with a large number of triangles at interactive frame rates.

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Information & Contributors

Information

Published In

cover image The Visual Computer: International Journal of Computer Graphics
The Visual Computer: International Journal of Computer Graphics  Volume 25, Issue 5-7
April 2009
329 pages

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 25 April 2009

Author Tags

  1. Graphics hardware
  2. Multi-perspective rendering
  3. Rasterization
  4. Real-time rendering

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