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GRAPHITE
2006
ACM

Camera textures

13 years 10 months ago
Camera textures
In this paper we introduce a novel real-time rendering technique for camera deformations that can be applied to lens distortions and non-realistic projections. Our technique is based on vertex shader textures and presents a hybrid approach working in both, image and object space. As the primal deformation is achieved by a vertex deformation in object space, our technique does not exhibit any artefacts known from pixel-based scaling techniques. Additionally, we present a novel approach for an automatic lensobject tracking that assists the user in manipulating and interacting 3D objects within the scene. Here, we developed a GPU-based technique for fast bounding box determination that is defined by a set of arbitrary vertices. We also discuss different techniques allowing the user to accurately select these vertices in a nonlinearly distorted environment. CR Categories: I.3.7 [Computing Methodologies]: COMPUTER GRAPHICS—Three-Dimensional Graphics and RealismColor, shading, shadowing,...
Martin Spindler, Marco Bubke, Tobias Germer, Thoma
Added 13 Jun 2010
Updated 13 Jun 2010
Type Conference
Year 2006
Where GRAPHITE
Authors Martin Spindler, Marco Bubke, Tobias Germer, Thomas Strothotte
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