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Compression and rendering of light fields.

机译:光场的压缩和渲染。

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Creating realistic images of virtual environments has long been a goal in computer graphics. The complexity in geometry-based modeling and rendering of real-world environments has led to the development of image-based representations such as light fields. Using a collection of multi-view images instead of geometric primitives, the light field representation bypasses the difficult and sometimes impossible problem of acquiring accurate geometry and illumination models. Rendering from a light field provides a simple and efficient way to generate arbitrary new views of the scene with photo-realistic quality, which requires only modest computational resources with rendering time independent of scene complexity.; A major challenge in rendering light fields is the large amount of data which must be compressed for efficient manipulation. In addition, the rendering algorithm requires quick access to small data segments at arbitrary locations within the compressed data. Tree-structured vector quantization (TSVQ) has made it possible to render directly from compressed data with its low decoding complexity and support for fast random access. However, TSVQ little exploits the coherence between images and thus provides only moderate compression, so that large, high-quality light fields can be viewed only on higher-end computers with large amounts of memory.; An analysis of the light field data access pattern during rendering reveals that, despite their high compression efficiency, video compression schemes such as MPEG or H.263 are not suitable for this application. A new compression algorithm, hierarchical disparity-compensated vector quantization (HDVQ), has been designed to address the problem of retrieving and decoding small data segments on the fly from arbitrary locations in a compressed data stream. This algorithm is shown to provide a compression ratio of as much as 10 times that of TSVQ, and comparable compression to H.263 when followed by a variable-length coder. With a small software cache, a HDVQ-based light field renderer achieves interactive frame rates, more than half of the frame rates obtained by a TSVQ-based renderer. By offering a much higher compression ratio with a small sacrifice in speed, HDVQ allows average users to enjoy interactive viewing of high-quality light fields on their home computers.
机译:创建虚拟环境的逼真的图像一直是计算机图形学的目标。基于几何的建模和现实环境渲染的复杂性导致开发基于图像的表示形式,例如光场。使用多视图图像而不是几何图元的集合,光场表示绕过了获取准确的几何形状和照明模型的难题,有时甚至是不可能的问题。从光场进行渲染提供了一种简单有效的方法,可以以逼真的质量生成场景的任意新视图,该场景仅需要适度的计算资源,并且渲染时间与场景复杂度无关。渲染光场的主要挑战是必须压缩大量数据才能进行有效处理。另外,渲染算法需要快速访问压缩数据内任意位置的小数据段。树型矢量量化(TSVQ)使得直接从压缩数据中进行渲染成为可能,它具有较低的解码复杂度并支持快速随机访问。但是,TSVQ很少利用图像之间的相干性,因此只能提供适度的压缩,因此,只有在具有大量内存的高端计算机上才能看到大质量的光场。渲染过程中对光场数据访问模式的分析表明,尽管压缩效率很高,但视频压缩方案(例如MPEG或H.263)不适用于此应用。设计了一种新的压缩算法,即分层视差补偿矢量量化(HDVQ),以解决从压缩数据流中的任意位置动态检索和解码小数据段的问题。该算法显示出的压缩比高达TSVQ的10倍,并且紧随可变长度编码器之后,压缩率可与H.263媲美。借助较小的软件缓存,基于HDVQ的光场渲染器可实现交互式帧速率,是基于TSVQ的渲染器获得的帧速率的一半以上。通过提供高得多的压缩比并牺牲一点速度,HDVQ可使普通用户在家用计算机上享受交互式观看高质量光场的乐趣。

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