Generalized Image Acquisition and Analysis

State of the Art in Computational Plenoptic Imaging

The plenoptic function is a ray-based model for light that includes the color spectrum as well as spatial, temporal, and directional variation. Although digital light sensors have greatly evolved in the last years, one fundamental limitation remains: all standard CCD and CMOS sensors integrate over the dimensions of the plenoptic function as they convert photons into electrons; in the process, all visual information is irreversibly lost, except for a two-dimensional, spatially-varying subset - the common photograph. In this state of the art report, we review approaches that optically encode the dimensions of the plenpotic function transcending those captured by traditional photography and reconstruct the recorded information computationally.

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Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering

Art Tevs, Ivo Ihrke, Hans-Peter Seidel
In: Proceedings of I3D 2008.



Abstract

This paper presents a GPU-based, fast, and accurate dynamic height field rendering technique that scales well to large scale height fields. Current real-time rendering algorithms for dynamic height fields employ approximate ray-height field intersection methods, whereas accurate algorithms require pre-computation in the order of seconds to minutes and are thus not suitable for dynamic height field rendering. We alleviate this problem by using maximum mipmaps, a hierarchical data structure supporting accurate and efficient rendering while simultaneously lowering the pre-computation costs to negligible levels. Furthermore, maximum mipmaps allow for view-dependent level-of-detail rendering. In combination with hierarchical ray-stepping this results in an efficient intersection algorithm for large scale height fields.
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Bibtex

@inproceedings{Tevs08:MMM,
author = {Art Tevs and Ivo Ihrke and Hans-Peter Seidel},
title = {Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering},
booktitle = {Symposium on Interactive 3D Graphics and Games (i3D'08)},
year = 2008,
pages = {183--190},
}
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