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Our SIGGRAPH 2000 paper generalizes vector quantization and principal component analysis to construct a compressed representation of an object's surface light field from photographs and range scans. It also presents a new interactive rendering algorithm and plausible editing techniques.
Daniel Azuma ~ Brian Curless ~ Tom Duchamp ~ David Salesin ~ Werner Stuetzle ~ Daniel Wood
View-dependent refinement of multiresolution meshes with subdivision connectivity,
Afrigraph 2003,
Daniel Azuma, Daniel N. Wood,
Brian Curless, Tom Duchamp, David H. Salesin, Werner Stuetzle
[ pdf - 3 meg ]
Surface Light Fields for 3D Photography
Proceedings of SIGGRAPH 2000,
Daniel Wood, Daniel Azuma, Wyvern Aldinger, Brian Curless, Tom
Duchamp, David Salesin, Werner Stuetzle
[ pdf - 4 megs ]
[ talk (html) ]
[ talk (powerpoint) - 9 megs ]
[ talk (powerpoint) with movies - 90 megs ]
View-dependent refinement of multiresolution meshes with subdivision connectivity,
Technical Report UW-CSE-2001-10-02,
Daniel Azuma,
Brian Curless, Tom Duchamp, David H. Salesin, Werner Stuetzle, Daniel N. Wood
[ pdf - 1 meg ]
Interactive Rendering of Surface Light Fields,
Technical Report UW-CSE-2001-10-01, (Originally and mistakenly cited as Technical Report UW-CSE-2000-04-01),
Daniel Azuma
[ pdf - 1 meg ]
SIGGRAPH 2001 Surface Light Fields Course
[ talk (powerpoint) - 11 megs ]
This talk includes a slightly abbreviated version of the paper talk from SIGGRAPH 2000. However, in addition it talks about SLF compression in a more tutorial fashion. The higher-level presentation hopefully brings out the commonalities between our work and other work presented in the course.
For now just take a look at our raw data. If there's something else you'd like, send us email. You never know!
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