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Light Field Research

Viewpoint specification is fundamental to traditional computer graphics rendering. Both the transformation of a scene to eye space in the traditional graphics pipeline and the origination of viewing rays in a ray-casting system depend on the viewpoint. Moreover, many subsequent rendering steps are also impacted by the choice of viewpoint, including clipping, projection, illumination calculations, shading, and visibility determination. As a result, changing the viewpoint frequently gates the entire process of interactive rendering, as each rendered frame is initiated with the specification of a viewpoint, followed by the scene description, and culminating with the final displayed image.

There are many potential advantages to decoupling viewpoint specification from rendering. One advantage results from beginning the rendering process before the viewing position is resolved, thereby reducing latency. However, the ultimate advantage of separating rendering from viewpoint selection is that it becomes possible to render the same scene for multiple eyes. Possible applications include shared virtual environments (stereo viewing by many participants of a computer-generated scene). In the future, view-independent graphics rendering hardware will also be essential to support the multitude of viewpoints required for real-time autostereoscopic and holographic display devices.

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PixelView: A View-Independent Graphics Rendering Architecture
We present a new computer graphics rendering architecture that allows "all possible views" to be extracted from a single traversal of a scene description. It supports a wide range of rendering primitives, including polygonal meshes, higher-order surface primitives (e.g. spheres, cylinders, and parametric patches), point-based models, and image-based representations. To demonstrate our concept, we have implemented a hardware prototype that includes a 4D, z-buffered frame-buffer supporting dynamic view selection at the time of raster scan-out. As a result, our implementation supports extremely low display-update latency. The PixelView architecture also supports rendering of the same scene for multiple eyes, which provides immediate benefits for stereo viewing methods like those used in today’s virtual environments, particularly when there are multiple participants. In the future, view-independent graphics rendering hardware will also be essential to support the multitude of viewpoints required for real-time autostereoscopic and holographic display devices.

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