Research Article

Morphable 3D-Mosaics: A Hybrid Framework for Photorealistic Walkthroughs of Large Natural Environments

Figure 8

(a): Pixel shader code (and the associated vertex shader code), written in GLSL (OpenGL Shading Language), for implementing the photometric morphing. (b): Skeleton code in C for applying vertex blending in OpenGL.
697454.fig.008a
(a)
697454.fig.008b
(b)