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A real-time autostereoscopic display method based on partial sub-pixel by general GPU processing

机译:基于通用GPU处理的基于子像素的实时自动立体显示方法

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With the progress of 3D technology, the huge computing capacity for the real-time autostereoscopic display is required. Because of complicated sub-pixel allocating, masks providing arranged sub-pixels are fabricated to reduce real-time computation. However, the binary mask has inherent drawbacks. In order to solve these problems, weighted masks are used in displaying based on partial sub-pixel. Nevertheless, the corresponding computations will be tremendously growing and unbearable for CPU. To improve calculating speed, Graphics Processing Unit (GPU) processing with parallel computing ability is adopted. Here the principle of partial sub-pixel is presented, and the texture array of Direct3D 10 is used to increase the number of computable textures. When dealing with a HD display and multi-viewpoints, a low level GPU is still able to permit a fluent real time displaying, while the performance of high level CPU is really not acceptable. Meanwhile, after using texture array, the performance of D3D10 could be double, and sometimes be triple faster than D3D9. There are several distinguishing features for the proposed method, such as the good portability, less overhead and good stability. The GPU display system could also be used for the future Ultra HD autostereoscopic display.
机译:随着3D技术的进步,实时自动立体显示需要巨大的计算能力。由于复杂的子像素分配,制造了提供排列的子像素的掩模以减少实时计算。然而,二进制掩码具有固有的缺点。为了解决这些问题,在基于部分子像素的显示中使用加权掩模。但是,相应的计算将大大增长,CPU无法承受。为了提高计算速度,采用了具有并行计算能力的图形处理单元(GPU)处理。这里介绍了部分子像素的原理,并使用Direct3D 10的纹理阵列增加了可计算纹理的数量。当处理高清显示和多视点时,低级GPU仍然能够实现流畅的实时显示,而高级CPU的性能确实是不可接受的。同时,使用纹​​理阵列后,D3D10的性能可能会比D3D9快一倍,有时会快三倍。所提出的方法具有几个显着特征,例如良好的可移植性,较少的开销和良好的稳定性。 GPU显示系统也可以用于未来的超高清自动立体显示。

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