dc.contributor.author | Todt, S. | en_US |
dc.contributor.author | Rezk-Salama, C. | en_US |
dc.contributor.author | Kolb, A. | en_US |
dc.contributor.editor | Ik Soo Lim and Wen Tang | en_US |
dc.date.accessioned | 2014-01-31T20:02:19Z | |
dc.date.available | 2014-01-31T20:02:19Z | |
dc.date.issued | 2008 | en_US |
dc.identifier.isbn | 978-3-905673-67-8 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/027-033 | en_US |
dc.description.abstract | This paper studies the problem of integrating high-quality light field rendering into state-of-the-art real-time computer games. We present a complete production pipeline for generation of light fields from arbitrary complex 3D content using commercial 3D modeling software commonly used in the gaming industry. We show how recent advances in light field rendering techniques can be used to composite light fields with dynamic scene content. The results demonstrate the potential of light fields as a valuable extension to polygonal rendering techniques by employing accurate silhouette reconstruction and correct per-pixel depth values for scene composition. Level of detail techniques are applied to light fields to optimize rendering performance. Dynamic light field rendering is implemented to account for animation, deformation and varying lighting conditions. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Image-Based Rendering | en_US |
dc.title | Light Field Rendering for Games | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |