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Interactive rendering from compressed light fields

机译:从压缩光场交互式渲染

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A light field is a collection of multiview images which represent a three-dimensional scene. Rendering from a light field provides a simple and efficient way to generate arbitrary new views of the scene, bypassing the difficult problem of acquiring accurate geometric and photometric models. The enormous amount of data required in a light field poses a key challenge in rendering. Tree-structured vector quantization (TSVQ) provides a moderate compression ratio of around 24:1, which alleviates, but does not solve, the problem. Compression schemes based on video coding techniques exploit the data redundancy very effectively, but do not provide adequate random access for rendering. The paper presents an analysis of the data-access pattern during the rendering process and describes a compression scheme that supports interactive rendering directly from compressed light field data. The proposed algorithm provides a high compression ratio of as much as ten times that of TSVQ, while slowing down the rendering speed by only a factor smaller than 2.
机译:光场是表示三维场景的多视图图像的集合。从轻场渲染提供了一种简单而有效的方法来生成场景的任意新视图,绕过获取准确的几何和光度模型的难题。轻场所需的巨大数据在渲染中提出了关键挑战。树结构矢量量化(TSVQ)提供了适度的压缩比约24:1,减轻了,但不能解决问题。基于视频编码技术的压缩方案非常有效地利用数据冗余,但不提供足够的随机访问来渲染。本文介绍了渲染过程中的数据访问模式的分析,并描述了一种压缩方案,其直接从压缩的光场数据支持交互式渲染。所提出的算法提供了高度压缩比,即TSVQ的高度为10倍,同时仅将渲染速度减慢,仅呈现小于2的因子。

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