We describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computation complexity, limited resolution, or quantization artifacts of previous volumetric approaches. We demonstrate the use of this algorithm in a real-time virtualized reality application running off a small number of video streams.
http://people.csail.mit.edu/wojciech/
@redfoxbennaton
Sort of; the original source engine.
glitchvid 1 year ago
@glitchvid Source. Counter strike source?
redfoxbennaton 1 year ago
@redfoxbennaton
I believe source HAD this.
glitchvid 1 year ago
We should use this for video games.
redfoxbennaton 2 years ago
very interesting
kid29a 2 years ago
great
nesnelesmis 2 years ago
cool!
friday2323 3 years ago
i like it
skaterchav88 4 years ago
It's wonderfull!
Congratulation!
MarceloCamargo 4 years ago