Multi-perspective Rendering

Abstract
        We investigate what is possible with the graphics hardware for multi-perspective rendering and identify the missing features that might fully enable the use of graphics hardware for real-time rendering. In particular, we investigate how to modify the pinhole-based rendering pipeline to realize multi-perspective rasterization, frustum culling, and depth culling. We also apply the new pipeline to rendering complex multi-perspective phenomenon such as reflections, refractions, and caustics, as well as generating arbitrary multiperspective images.

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