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Multiresolution techniques on a parallel multidisplay multiresolution image compositing system.

机译:并行多显示器多分辨率图像合成系统上的多分辨率技术。

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In most computer graphics applications resolution is a tradeoff. Using low-resolution images provide a low quality display, but typically allow higher frame rates because less data needs to be computed. High-resolution images, on the other hand, give the best display, yet are hindered by slower refresh times and thus limit user interactivity. Low image quality and low user interactivity are both detriments to computer graphics visualization applications. The question then is what can be done to minimize this impact.; The aim of this dissertation is to explore how to use multiresolution in order to provide the best balance between image quality and user interactivity on a parallel multidisplay multiresolution image compositing system with antialiasing called the Metabuffer. The architecture of the Metabuffer, a simulator written in C++, and a Beowulf cluster based emulator are fully described in this dissertation. Additional supporting hardware and software detailed in this document include an algorithm to partition data sets into Metabuffer viewports and a wireless visualization control device.; Using the Beowulf cluster based Metabuffer emulator, two multiresolution techniques are studied: progressive image composition and foveated vision. Progressive image composition allows the user to rapidly change view points without immediately moving data between PCs. Instead, the resolution of each PC's viewport adjusts in order to cover the visible polygons for which it is responsible. The larger, low-resolution viewports have lower image quality, but the user sees no drop in frame rate. Over time, the PCs can readjust their data in order to shrink their viewports and provide high-resolution imagery. Foveated vision allows computing resources to be concentrated only where the user is actually focused. Human peripheral vision cannot discern high levels of detail. Rendering the periphery with a low polygon count using a few low-resolution viewports allows the majority of the machines to render high-resolution viewports only where the user (or users) are looking thus increasing the frame rate.
机译:在大多数计算机图形应用程序中,分辨率是一个折衷方案。使用低分辨率图像会提供低质量的显示,但通常需要较高的帧速率,因为需要计算的数据较少。另一方面,高分辨率图像可提供最佳显示效果,但刷新时间较慢,因此受到限制,因此限制了用户的交互性。低图像质量和低用户交互性均不利于计算机图形可视化应用程序。那么问题是如何做才能使这种影响最小化。本文的目的是探索如何使用多分辨率在具有抗锯齿功能的并行多显示器多分辨率图像合成系统(称为元缓冲区)上实现图像质量和用户交互性之间的最佳平衡。本文充分描述了元缓冲区的体系结构,用C ++编写的仿真器以及基于Beowulf集群的仿真器。本文档中详细介绍的其他支持硬件和软件包括将数据集划分为Metabuffer视口的算法和无线可视化控制设备。使用基于Beowulf群集的Metabuffer仿真器,研究了两种多分辨率技术:渐进式图像合成和偏向视觉。渐进式图像合成使用户可以快速更改视点,而无需立即在PC之间移动数据。而是调整每台PC视口的分辨率,以覆盖其负责的可见多边形。较大的低分辨率视口具有较低的图像质量,但用户看不到帧速率下降。随着时间的流逝,PC可以重新调整其数据以缩小其视口并提供高分辨率的图像。集中式视觉使计算资源只能集中在用户真正关注的地方。人类的外围视觉无法辨别出高水平的细节。使用几个低分辨率视口以低多边形数渲染外围,使大多数机器仅在用户(或多个用户)正在看的地方渲染高分辨率视口,从而提高了帧速率。

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