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Hi,
I have a question regarding the implementation of the unstructured lumigraph rendering: Why can I see ghosting artifacts for virtual scenes created with the provided acquisition interface using the high quality (non-optimized) ULR shader? I would expect that the UL rendering is near perfect because everything I provided (images, depth, cameras and mesh) is ground truth. There should not be any inaccuracies that could explain these artifacts.
I also checked the original ULR paper but could not find any hints for this problem (except for the proxies maybe?). Do you have any idea why this is happening?
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