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Spatially encoded image-space simplifications for interactive walkthrough.

机译:交互式演练的空间编码图像空间简化。

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摘要

Many interesting geometric environments contain more primitives than standard rendering techniques can handle at interactive rates. Sample-based rendering acceleration methods such as the use of impostors for distant geometry can be considered simplification techniques in that they replace primitives with a representation that contains less information but is less expensive to render.; In this dissertation we address two problems related to the construction, representation, and rendering of image-based simplifications. First, we present an incremental algorithm for generating such samples based on estimates of the visibility error within a region. We use the Voronoi diagram of existing sample locations to find possible new viewpoints and an approximate hardware-accelerated visibility measure to evaluate each candidate. Second, we present spatial representations for databases of samples that exploit image-space and object-space coherence to reduce both storage overhead and runtime rendering cost. The image portion of a database of samples is represented using spatial video encoding, a generalization of standard MPEG2 video compression that works in a 3D space of images instead of a 1D temporal sequence. Spatial video encoding results in an average compression ratio of 48:1 within a database of over 22,000 images. We represent the geometric portion of our samples as a set of incremental textured depth meshes organized using a spanning tree over the set of sample viewpoints. The view-dependent nature of textured depth meshes is exploited during geometric simplification to further reduce storage and rendering costs. By removing redundant points from the database of samples, we realize a 2:1 savings in storage space and nearly 6:1 savings in preprocessing time over the expense of processing all points in all samples.; The spatial encodings constructed from groups of samples are used to replace geometry far away from the user's viewpoint at runtime. Nearby geometry is not altered. We achieve a 10–15x improvement in frame rate over static geometric levels of detail with little loss in image fidelity using a model of a coal-fired power plant containing 12.7 million triangles. Moreover, our approach lessens the severity of reconstruction artifacts present in previous methods such as textured depth meshes.
机译:许多有趣的几何环境所包含的图元数量超过了标准渲染技术可以交互速率处理的数量。可以将基于样本的渲染加速方法(例如为远处的几何体使用冒名顶替者)视为简化技术,因为它们用包含较少信息但渲染成本较低的表示形式替换了基元。在本文中,我们解决了与基于图像的简化的构造,表示和渲染有关的两个问题。首先,我们提出一种增量算法,用于基于对区域内可见度误差的估计来生成此类样本。我们使用现有样本位置的Voronoi图查找可能的新视点,并使用近似的硬件加速可见性度量来评估每个候选对象。其次,我们提出了利用图像空间和对象空间一致性来减少存储开销和运行时渲染成本的样本数据库的空间表示。样本数据库的图像部分使用空间视频编码表示,空间视频编码是在图像的3D空间而非1D时间序列中工作的标准MPEG2视频压缩的概括。在超过22,000张图像的数据库中,空间视频编码导致平均压缩比为48:1。我们将样本的几何部分表示为在样本视点集上使用生成树组织的一组增量纹理深度网格。在几何简化过程中利用了纹理深度网格的依赖于视图的性质,以进一步减少存储和渲染成本。通过从样本数据库中删除多余的点,我们实现了2:1的存储空间节省和近6:1的预处理时间节省,而处理所有样本中的所有点的费用却减少了。由样本组构成的空间编码用于在运行时替换远离用户视点的几何。附近的几何不会更改。使用包含1270万个三角形的燃煤电厂模型,我们可以将静态静态细节水平上的帧速率提高10-15倍,而图像保真度损失很小。此外,我们的方法减轻了先前方法(如纹理深度网格)中存在的重建伪影的严重性。

著录项

  • 作者

    Wilson, Andrew Thomas.;

  • 作者单位

    The University of North Carolina at Chapel Hill.;

  • 授予单位 The University of North Carolina at Chapel Hill.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2002
  • 页码 341 p.
  • 总页数 341
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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