Surface Reconstruction and Display from Range and Color Data: Slide 44 of 50.


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With these view-based models and registration information we could already do a quick and dirty version of view-based rendering. We could just render several of these models into the same frame, and display.

In terms of the rays discussed previously, the graphics hardware now finds for each pixel the best ray in each input view for painting that pixel. However, the rays are not ranked in any way based on the direction, nor are they blended together. The decision which view gets to paint which pixel is determined by the hardware z-buffering: the view that is closest wins.