Ullman and Basri (1991) have shown that a 3D scene can be
implicitly represented as a linear combination of two or more
basis-images. We outline a simple visualisation system which uses this
result to provide interactive viewpoint control. Moreover, we show that
each novel view can be rendered without significant departure from the
standard graphics pipeline. Essentially, only texture-map,
... [Show full abstract] z-buffer and
accumulation-buffer facilities are required. The need for dense
feature-correspondence is also avoided. It is desirable for image-based
rendering to follow the standard pipeline, in order to exploit
hardware-support for existing graphics APIs. As an example, we present
the results of an OpenGL implementation of the system. Our observations
are relevant to augmented reality, visualisation, animation and video
coding applications. We also consider the possible use of image-based
representations in network-graphics