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With these view-based models we are almost ready for a simple and fast implementation of view-based rendering. Choose a viewpoint for a virtual camera looking at the object, and render the meshes repeatedly into the same frame from the same viewpoint.
Results for a toy dog and a flower basket are displayed on the slide. In terms of the previous slides, the graphics hardware interpolates the rays within each view, finding a ray such that it intersects the surface approximately where the query ray does. However, there is no interpolation between views, only the ray from the mesh that happens to be closest to the camera at a given pixel is chosen without any consideration to its direction. With imperfect geometrical information and registration combined with finite sampling density we get a lot of artifacts.