Abstract
We present an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by reprojection. The remaining pixels are computed by ray casting, while further accelerated with ray coherence. An A-buffer is employed to reduce image error caused by reprojection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.
| Original language | English |
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| Pages | 197-206 |
| Number of pages | 10 |
| State | Published - 2000 |
| Event | IEEE Virtual Reality 2000 - New Brunswick, NJ, USA Duration: Mar 18 2000 → Mar 22 2000 |
Conference
| Conference | IEEE Virtual Reality 2000 |
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| City | New Brunswick, NJ, USA |
| Period | 03/18/00 → 03/22/00 |
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