The European project CR-PLAY involve severals academic and industrial partner to increase the research and the integration of the Image Based Rendering and the Video Based Rendering (also the delighting/relighting). Here is a resume of my engineer work in that context.
From the first IBR C++ linux prototype (spixelWarp), we developed a common IBR framework to ease the creation of novel IBR/VBR algorithms on more platforms (Windows, Mac, mobile but also in virtual reality center like a CAVE). When an algorithm is mature and stable, there is a transfer to Unity 4/5 to ease the way to create video games.
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CR-Play INRIA engineer part (Capture Reconstruct and Play with Image Based Rendering)
1. An innovative mixed pipeline for
videogames development
Sophia Antipolis Mai 2014
Technical contributions
George Drettakis – INRIA – scientific project manager
Jerome Esnault – INRIA – R&D engineer
2. WP1
Capture of real
world data
WP2
Image Based
rendering (IBR)
WP3
Video Based
rendering (VBR)
WP4
Design and Development
(Requirements, Functional Specifications, Prototypes)
WP5
Formative and Summative Evaluation
WP6
Disseminatio
n activities
and
Exploitation
planning
WP7
Management and
coordination
VBR Tech.Req.IBR Tech.Req.Req.
Tools Feedback
Results
Results
Feedback
Results
Feedback
Feedback
MVE Tech
3. Partners Involved
Link IBR to MVE project
Research collaborations
Link IBR pipeline to
Unity3D Engine
Research
collaborations