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

机译:常规GPU处理基于部分子像素的实时自动立体显示方法

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摘要

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技术的进展,需要实时自动立体显示器的巨大计算能力。由于分配复杂的子像素分配,制造提供布置子像素的掩模以减少实时计算。但是,二进制掩模具有固有的缺点。为了解决这些问题,加权掩模基于部分子像素显示在显示中。尽管如此,相应的计算对于CPU来说,相应的计算会产生巨大的增长和难以忍受。为了提高计算速度,采用具有并行计算能力的图形处理单元(GPU)处理。这里提出了部分子像素的原理,并且Direct3D 10的纹理阵列用于增加可计算纹理的数量。在处理高清显示和多视点时,低级GPU仍然能够允许流畅的实时显示,而高级CPU的性能实际上是不可接受的。同时,在使用纹理阵列之后,D3D10的性能可能是双重的,有时比D3D9更快三倍。所提出的方法存在若干区别特征,例如良好的便携性,更少的开销和良好的稳定性。 GPU显示系统也可用于将来的超高清自动立体显示器显示。

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