Christian Vogelgsang

Shape from Contours and Multiple Stereo -- (2008)

Hendrik Kück, Wolfgang Heidrich, Christian Vogelgsang

We present a novel method for 3D shape recovery based on a combination of visual hull information and multi image stereo. We start from a coarse triangle mesh extracted from visual hull information....

Abstract Hardware Accelerated Light Field Rendering (2007)

Christian Vogelgsang

Light field rendering has become one of the major topics in image based rendering. To extend the wide-spread use of these techniques it is crucial to have fast and efficient rendering algorithms. In...

2 (2007)

Florian Vogt, Dietrich Paulus, Benno Heigl, Christian Vogelgsang, Heinrich Niemann, Christoph Schick

In this contribution we present a new technique of highlight substitution. From a color image sequence, acquired with a hand-held camera, a so-called light field is generated. Additionally, a...

2 (2007)

Hartmut Schirmacher, Christian Vogelgsang, Hans-peter Seidel, Gunther Greiner

We show a simple and efficient way for rendering arbitrary views from so-called free-form light fields, employing a convex free form camera surface and a set of arbitrarily oriented camera planes....

Abstract Hardware Accelerated Light Field Rendering (2007)

Christian Vogelgsang

Light field rendering has become one of the major topics in image based rendering. To extend the wide-spread use of these techniques it is crucial to have fast and efficient rendering algorithms. In...

lgf- An Image-Based Scene Describtion File Format (2007)

Christian Vogelgsang

This paper describes the architecture of a scene description file format and the accompying library API which is capable of storing all information required for image based rendering applications....

Sequential point trees (2003)

Carsten Dachsbacher, Christian Vogelgsang, Marc Stamminger

Figure 1: Continuous detail levels of a Buddha generated in vertex programs on the GPU. The colors denote the LOD level used and the bars describe the selected amount of points selected for the GPU...

Sequential point trees (2003)

Carsten Dachsbacher, Christian Vogelgsang, Marc Stamminger

Figure 1: Continuous detail levels of a Buddha generated in vertex programs on the GPU. The colors denote the LOD level used and the bars describe the selected amount of points selected for the GPU...

Simulation and Rendering of Liquid Foams (2002)

Hendrik Kück, Christian Vogelgsang, Günther Greiner

In this paper we present a technique for simulating and rendering liquid foams. We are aiming at a functional realism that allows our simulation to be consistent with the physical effects in real...

Adaptive lumigraph rendering with depth maps (2000)

Christian Vogelgsang, Günther Greiner

The quality of standard two plane parameterized light field rendering can be greatly improved by introducing a coarse geometric model of the scene which can be used to correct the interpolation...