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==GHL Light Field Rendering== | ==GHL Light Field Rendering== | ||
Rendering lightfields using geometry hyperlines is equivalent to rendering point clouds. | |||
For each virtual ray, you can compute the dual <math>(s_r, t_r, u_r, v_r)</math>. | |||
Then for each GHL, you can compute the optimal ray closest to the virtual ray. | |||
Then blend over selected GHLs. | |||
The paper has details on addressing issues with holes and opacity using clustering. |