I'm trying to figure out something about this paper, http://www.cs.purdue.edu/cgvlab/papers/popescu/popescuNPI_CGA11.pdf.
I'm not really sure about how I would implement it in my own game engine.
So from what I understood to create a single non pinhole occlusion camera I need to project the image along different ray based on the depth value ? Or do I need to distort the vertex projection so I can see occluded part?
Also I'm not sure but, can use something similar to a fisheye camera ?
jeremie009Member Since 21 Sep 2012
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