Image--based rendering produces realistic--looking 3D graphics at relatively low cost. In this paper, an original post--warping redering system using more than two sample views to derive a new view is presented. Owing to the warp--based compression and incremental coputation, the computational expense is less or no more than conventional two-image synthesis approaches. The procedure consists of three steps. First, a set of sample images is selectively acquired with conventional geometry rendering or volume rendering or from photographs of the real scene. Next each of the neighboring image pair is compressed by warping transformation based on redundant pixels between them. Finally, the compressed sample images are directly re- projected to produce new images. In order to improve the speed more, an incremental warping flow is developed, which is computationally less expense. With the method described above, animation faster than fifty frames (300x 300) per second is achieved on PC.
The future of audio-visual storytelling might transcend the limits of the screen, allowing the spectator to enter the story or even become the protagonist around whom the story unfolds. This could lead to an art form that fundamentally changes our media consumption habits. My overall research question in this paper examines whether virtual reality (VR), specifically the cinematic virtual reality genre, will become the next defining audio-visual medium. I approach this inquiry as an open question, attempting to identify distinct aesthetics of cinematic VR that sets it apart from cinema. The goal is to equip creators aspiring to produce narrative VR experiences with a comprehensive understanding of not only the possibilities but also the challenges involved in this format, as the title implies.
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.