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Light-Field Rendering Using Colored Point Clouds-A Dual-Space Approach

机译:使用彩色点云的光场渲染-双空间方法

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摘要

Most existing light-field rendering methods rely on images that record the color of the rays. In this paper, we present a new approach that instead uses colored point clouds, which are the source of the rays. Furthermore, we study the light field from a dual-space viewpoint, where 3D scene points appear as geometry byperlines, and rays appear as hyperpoints located on the hyperlines. Rendering the light field reduces to finding and blending the closest hyperlines to the hyperpoints corresponding to the virtual rays. Occlusion is dealt with by clustering nearby hyperlines according to their slope. Hole filling is dealt with by increasing the range of contribution of the hyperlines by a given threshold. We also propose the concept of local ray space, and show that it improves the rendering quality and removes the restriction on virtual camera position that is associated with the global ray space scheme. Finally, we show how to deal with uncertain geometric information in our framework
机译:现有的大多数光场渲染方法都依赖于记录光线颜色的图像。在本文中,我们提出了一种新方法,该方法改为使用有色点云作为射线源。此外,我们从双空间视点研究光场,其中3D场景点以几何图形的方式由perline显示,而光线以位于超线上的超点显示。渲染光场减少为找到最接近的超线并将其混合到对应于虚拟光线的超点。通过根据附近的超线的斜率对它们进行聚类来处理遮挡。通过将超线的贡献范围增加给定阈值来处理孔填充。我们还提出了局部光线空间的概念,并表明它提高了渲染质量并消除了与全局光线空间方案相关联的虚拟相机位置的限制。最后,我们展示了如何在我们的框架中处理不确定的几何信息

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