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ABSTRACT
In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computation complexity, limited resolution, or quantization artifacts of previous volumetric approaches. We demonstrate the use of this algorithm in a real-time virtualized reality application running off a small number of video streams.
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CITED BY 116
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Daniel Vlasic , Hanspeter Pfister , Sergey Molinov , Radek Grzeszczuk , Wojciech Matusik, Opacity light fields: interactive rendering of surface light fields with view-dependent opacity, Proceedings of the 2003 symposium on Interactive 3D graphics, April 27-30, 2003, Monterey, California
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Ming Li , Marcus Magnor , Hans-Peter Seidel, A hybrid hardware-accelerated algorithm for high quality rendering of visual hulls, Proceedings of the 2004 conference on Graphics interface, p.41-48, May 17-19, 2004, London, Ontario, Canada
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