Our technique differs in that we compute the 2D image warp directly, instead of using the 2D warp induced by a 3D quad. This allows us to handle dynamic objects. We also factor shading. Composition architectures such as PixelFlow and the Address Recalculation Pipeline break the rendering into sprites with Z per pixel. Z values are difficult to interpolate and compress.
Z values are expensive to store and transmit.
And finally, Z values are redundant when used solely to determine a layering order, which is important for antialiasing. Our approach avoids the z overhead. Regan observes that not all objects need updating at the display rate, and factors globally across object sets requiring a common update rate. Our scheme factors over geometric objects and shading model terms, and accounts for relative motion between dynamic objects. The image-based rendering techniques take advantage of coherence between viewpoints in static environments.