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BibTeX entry
@Article{Low:2003:CVF,
author = "Kok-Lim Low and Adrian Ilie",
title = "Computing a View Frustum to Maximize an Object's Image
Area",
journal = j-J-GRAPHICS-TOOLS,
volume = "8",
number = "1",
pages = "3--15",
year = "2003",
CODEN = "JGTOFD",
ISSN = "1086-7651",
ISSN-L = "1086-7651",
bibdate = "Tue Dec 16 13:47:48 2003",
bibsource = "http://www.math.utah.edu/pub/tex/bib/jgraphtools.bib",
URL = "http://www.acm.org/jgt/papers/LowIlie03/",
abstract = "This paper presents a method to compute a view frustum
for a 3D object viewed from a given viewpoint, such
that the object is completely enclosed in the frustum
and the object's image area is also near-maximal in the
given 2D rectangular viewing region. This optimization
can be used to improve the resolution of shadow maps
and texture maps for projective texture mapping.
Instead of doing the optimization in 3D space to find a
good view frustum, our method uses a 2D approach. The
basic idea of our approach is as follows. First, from
the given viewpoint, a conveniently-computed view
frustum is used to project the 3D vertices of the
object to their corresponding 2D image points. A tight
2D bounding quadrilateral is then computed to enclose
these 2D image points. Next, considering the projective
warp between the bounding quadrilateral and the
rectangular viewing region, our method applies a
technique of camera calibration to compute a new view
frustum that generates an image that covers the viewing
region as much as possible.",
acknowledgement = ack-nhfb,
journal-URL = "http://www.tandfonline.com/loi/ujgt20",
}
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15(3)183
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- viewed,
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- viewing,
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- viewpoint,
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