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Improved gloss depiction using the empirical highlight un-distortion method for 3D image-warping-based stereo rendering

机译:使用经验高光不失真方法改进光泽度描绘,以实现基于3D图像扭曲的立体渲染

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摘要

Several methods, such as 3D image warping, have been employed to approximate the stereo effect from one image without full physically based rendering. However, these methods cannot consider the view dependence of highlight depiction, which can undermine the stereo effect. In this paper, a novel method that un-distorts the warped highlights generated by the warping method to reproduce physically plausible highlights is proposed. The nonlinear patterns of highlight distortion are analyzed through a thorough comparison of the warped and physical highlights. The distortion is decomposed into basic and general components, each of which is modeled using a mathematical function. Next, the magnitude and direction of highlight distortion at a point on an object surface are estimated. Spherical approximation of the geometric shape at a point is used to approximately describe the shape of the object. The magnitudes of the basic and general distortion are then obtained using the concept of 'coupled-sphere' geometry based on the approximated shape. The directional components of highlight distortion are estimated using the virtual-circle-tracing scheme, which uses a virtual circle that passes a point to obtain the direction for the distortion as the tangent to the circle at that point. Using the magnitudes and directions of highlight distortion, the highlights of the warping method are corrected to produce physically plausible highlights on the surface. The method is fully automatic and computationally efficient. Experimental results indicate that the proposed method greatly improves the visual quality of 3D images. (C) 2015 Elsevier Ltd. All rights reserved.
机译:在没有完整的基于物理的渲染的情况下,已经采用了几种方法(例如3D图像变形)来近似于一张图像的立体效果。但是,这些方法不能考虑高光描绘的视图依赖性,这会破坏立体效果。在本文中,提出了一种新的方法,该方法不扭曲变形方法产生的变形高光,以再现物理上合理的高光。通过对扭曲的高光和物理高光的彻底比较,分析了高光失真的非线性模式。失真被分解为基本和通用组件,每个组件都使用数学函数建模。接下来,估计物体表面上某一点的高光畸变的大小和方向。在一点处的几何形状的球面近似用于近似描述对象的形状。然后,基于近似形状,使用“耦合球”几何概念获得基本失真和一般失真的大小。高光失真的方向分量是使用虚拟圆跟踪方案估算的,该方案使用通过点的虚拟圆来获取畸变的方向,作为该点处圆的切线。使用高光畸变的大小和方向,对翘曲方法的高光进行校正,以在表面上产生物理上合理的高光。该方法是全自动的,并且计算效率高。实验结果表明,该方法大大提高了3D图像的视觉质量。 (C)2015 Elsevier Ltd.保留所有权利。

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