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Colorization in Gabor Space and Realistic Surface Rendering on GPUs.

机译:Gabor空间中的着色和GPU上的逼真的表面渲染。

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摘要

Texture feature similarity has long been crucial and important topic in VR/graphics applications, such as image and video colorizations, surface texture synthesis and geometry image applications. Generally, the image feature is highly subjective, depending on not only the image pixels but also interactive users. Existing colorization and surface texture synthesis pay little attention to the generation of conforming color/textures that accurately reflect exemplar structures or user's intension. Realistic surface synthesis remains a challenging task in VR/graphics researches. In this dissertation, we focus on the encoding of the Gabor filter banks into texture feature similarity computations and GPU-parallel surface rendering faithfully, including image/vodeo colorizations, parallel texturing of geometric surfaces, and multiresolution rendering on sole-cube maps (SCMs).;Based on the construction of Gabor feature space, which is important in applying pixel similarity computations, we formalize the space using rotation-invariant Gabor filter banks and apply optimizations in texture feature space. In image colorizations, the pixels that have similar Gabor features appear similar colors, our approach can colorize natural images globally, without the restriction of the disjoint regions with similar texture-like appearances. Our approach supports the two-pass colorization processes: coloring optimization in Gabor space and color detailing for progressive effects. We further work on the video colorization using the optimized Gabor flow computing, including coloring keyframes, color propagation by Gabor filtering, and optimized parallel computing over the video. Our video colorization is designed in a spatiotemporal manner to keep temporal coherence, and provides simple closed-form solutions in energy optimization that yield fast colonizations. Moreover, we develop parallel surface texturing of geometric models on GPU, generating spatially-varying visual appearances. We incorporate the Gabor feature space for the searching of 2D exemplars, to determine the k-coherence candidate pixels. The multi-pass correction in synthesis is applied to the local neighborhood for parallel processes. The iso/aniso-scale texture synthesis leverages the strengths of GPU computing, so to synthesize the iso/aniso-scale texturing appearance in parallel over arbitrary surfaces. Our experimental results showed that our approach produces simply controllable texturing effects of surface synthesis, generating texture-similar and spatially-varying visual appearances with GPU accelerated performance.;We further explore the GPU-based multiresolution rendering on solecube maps (SCMs). Our SCMs on GPU generate adaptive mesh surfaces dynamically, and are fully developed in parallelization for large-scale and complex VR environments. We also encapsulate the differential coordinates in SCMs, reflecting the local geometric characteristics for geometric modeling and interactive animation applications. For the future work, we will work on improving the image/ video feature analysis framework in VR/graphics applications. The further work lying in the surface texture synthesis includes the interactive control of texture orientations by surface vector fields using sketch editing, so to widen the gamut of interactive tools available for texturing artists and end users.
机译:长期以来,纹理特征相似性一直是VR /图形应用程序(例如图像和视频着色,表面纹理合成和几何图像应用程序)中至关重要的主题。通常,图像特征是高度主观的,不仅取决于图像像素,还取决于交互式用户。现有的着色和表面纹理合成很少关注能准确反映示例结构或用户意图的顺应颜色/纹理的生成。逼真的表面合成在VR /图形学研究中仍然是一项艰巨的任务。在本文中,我们着重于将Gabor滤波器组的编码真实地编码到纹理特征相似度计算和GPU平行表面渲染中,包括图像/视频着色,几何表面的平行纹理化以及在单一立方体贴图(SCM)上的多分辨率渲染基于Gabor特征空间的构造(这在应用像素相似度计算中很重要),我们使用旋转不变的Gabor滤波器组对空间进行形式化,并在纹理特征空间中应用优化。在图像着色中,具有相似Gabor特征的像素会呈现相似的颜色,我们的方法可以全局着色自然图像,而不会限制具有相似纹理外观的不相交区域。我们的方法支持两遍着色过程:Gabor空间中的颜色优化和渐进效果的颜色细节处理。我们使用优化的Gabor流计算对视频着色进行进一步的工作,包括对关键帧进行着色,通过Gabor滤波进行颜色传播以及对视频进行优化的并行计算。我们以时空方式设计视频着色,以保持时间连贯性,并在能量优化中提供简单的封闭形式解决方案,以实现快速定居。此外,我们在GPU上开发了几何模型的平行表面纹理化,从而生成了随空间变化的视觉外观。我们并入Gabor特征空间,以搜索2D样本,以确定k相干候选像素。综合中的多遍校正应用于并行处理的局部邻域。等值/等比例纹理合成利用了GPU计算的优势,因此可以在任意表面上并行合成等值/等比例纹理化外观。我们的实验结果表明,我们的方法产生了可简单控制的表面合成纹理效果,生成了纹理相似且空间变化的视觉外观,并具有GPU加速的性能。;我们进一步探索了在视立方贴图(SCM)上基于GPU的多分辨率渲染。我们在GPU上的SCM可动态生成自适应网格表面,并已在并行化中全面开发,适用于大规模和复杂的VR环境。我们还将微分坐标封装在SCM中,以反映几何建模和交互式动画应用程序的局部几何特征。对于将来的工作,我们将致力于改进VR /图形应用程序中的图像/视频功能分析框架。表面纹理合成的进一步工作包括使用草图编辑通过表面矢量场对纹理方向进行交互控制,从而扩大了可用于纹理艺术家和最终用户的交互工具的范围。

著录项

  • 作者

    Sheng, Bin.;

  • 作者单位

    The Chinese University of Hong Kong (Hong Kong).;

  • 授予单位 The Chinese University of Hong Kong (Hong Kong).;
  • 学科 Engineering Electronics and Electrical.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 158 p.
  • 总页数 158
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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