id author title date pages extension mime words sentences flesch summary cache txt work_t6m3j5p6ezgsddnb4evjy6oppa Xuan Yu Towards multi-perspective rasterization 2009 9 .pdf application/pdf 6154 741 61 To avoid holes, we treat neighboring pixels as triangles and re-render them onto the GLC image plane. In Computer Graphics, image-based approaches are commonly used to render multi-perspective images [3, 27, 30]. In this paper, we present a novel rasterization framework for rendering multi-perspective images in real-time. Fig. 1 Our framework interactively renders a complex city scene of 15k triangles at 70 fps. In the first pass, we compute the GLC projection coefficients of each scene triangle using a vertex shader. views, rendering reflections on curved mirrors, and creating multi-perspective faux animations. Recently, real-time multi-perspective rendering techniques have been developed based on polygonal graphics To render an arbitrary multi-perspective camera, we first decompose the camera into piecewise linear primitive multiperspective cameras whose projection models can be easily Specifically, to render each scene triangle, we first compute the per-vertex-based projection coefficients (i.e., each entry in the numerator and denominator ./cache/work_t6m3j5p6ezgsddnb4evjy6oppa.pdf ./txt/work_t6m3j5p6ezgsddnb4evjy6oppa.txt