2016
DOI: 10.1111/cgf.13032
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Proxy‐guided Image‐based Rendering for Mobile Devices

Abstract: Mesh warp 2.3 fps Our method 35.4 fps Ground truthFigure 1: Our new image-based rendering algorithm warps original views (with depth, not shown) to produce novel views. It performs as fast as the fastest competitors but maintains much higher visual quality for larger displacements. The insets compare against other common approaches and show the RGB-DSSIM difference. Frame rates are computed on an an Intel Compute Stick at a resolution of 1280×720.Abstract VR headsets and hand-held devices are not powerful enou… Show more

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Cited by 28 publications
(14 citation statements)
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References 28 publications
(45 reference statements)
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“…In many video games the background geometry remains static. This fact can be exploited as the static geometry can be used directly for perspective texture mapping, optionally with further simplification [RKR∗16]. Keeping the full model data on client and server allows to reduce transmission only to images after factoring in low‐frequency illumination [Lev95], disocclusions [MC097] or removing complex indirect illumination effects [CLM∗15].…”
Section: Related Workmentioning
confidence: 99%
“…In many video games the background geometry remains static. This fact can be exploited as the static geometry can be used directly for perspective texture mapping, optionally with further simplification [RKR∗16]. Keeping the full model data on client and server allows to reduce transmission only to images after factoring in low‐frequency illumination [Lev95], disocclusions [MC097] or removing complex indirect illumination effects [CLM∗15].…”
Section: Related Workmentioning
confidence: 99%
“…Outatime generates new frames by employing speculative execution, in order to mitigate wide-area latency [18]. Another approach is to use a novel wide-angle projection and dual-view pairs to synthesize a new image: a primary view and a secondary view at quarter resolution to approximately resolve disocclusions [25]. Szirmay-Kalos et al [27] use color and depth cubemaps to approximate ray-traced effects.…”
Section: Related Workmentioning
confidence: 99%
“…It is unsuitable for interactive VR applications that require real-time rendering. Reinert et al proposed an image based rendering (IBR) system for VR [21]. Relying on IBR, it is also designed for static scenes although the authors also propose some fallbacks to handle dynamic scenes in the paper.…”
Section: Background and Related Workmentioning
confidence: 99%