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首页> 外文期刊>IEEE transactions on multimedia >A virtual reality system using the concentric mosaic: construction, rendering, and data compression
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A virtual reality system using the concentric mosaic: construction, rendering, and data compression

机译:使用同心镶嵌的虚拟现实系统:构造,渲染和数据压缩

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This paper proposes a new image-based rendering (IBR) technique called "concentric mosaic" for virtual reality applications. IBR using the plenoptic function is an efficient technique for rendering new views of a scene from a collection of sample images previously captured. It provides much better image quality and lower computational requirement for rendering than conventional three-dimensional (3-D) model-building approaches. The concentric mosaic is a 3-D plenoptic function with viewpoints constrained on a plane. Compared with other more sophisticated four-dimensional plenoptic functions such as the light field and the lumigraph, the file size of a concentric mosaic is much smaller. In contrast to a panorama, the concentric mosaic allows users to move freely in a circular region and observe significant parallax and lighting changes without recovering the geometric and photometric scene models. The rendering of concentric mosaics is very efficient, and involves the reordering and interpolating of previously captured slit images in the concentric mosaic. It typically consists of hundreds of high-resolution images which consume a significant amount of storage and bandwidth for transmission. An MPEG-like compression algorithm is therefore proposed in this paper taking into account the access patterns and redundancy of the mosaic images. The compression algorithms of two equivalent representations of the concentric mosaic, namely the multiperspective panoramas and the normal setup sequence, are investigated. A multiresolution representation of concentric mosaics using a nonlinear filter bank is also proposed.
机译:本文为虚拟现实应用提出了一种新的基于图像的渲染(IBR)技术,称为“同心镶嵌”。使用全光功能的IBR是一种有效的技术,用于从先前捕获的样本图像集合中渲染场景的新视图。与常规的三维(3-D)模型构建方法相比,它提供了更好的图像质量和更低的渲染计算要求。同心镶嵌图是3D全景功能,视点限制在平面上。与其他更复杂的四维全光功能(例如光场和照度计)相比,同心马赛克的文件大小要小得多。与全景图相比,同心马赛克允许用户在圆形区域中自由移动并观察明显的视差和光照变化,而无需恢复几何和光度学场景模型。同心马赛克的渲染非常有效,并且涉及对同心马赛克中先前捕获的狭缝图像进行重新排序和插值。它通常由数百个高分辨率图像组成,这些图像消耗大量存储空间和带宽以进行传输。因此,在本文中提出了一种类似于MPEG的压缩算法,其中考虑了马赛克图像的访问模式和冗余性。研究了同心马赛克的两个等效表示的压缩算法,即多透视全景图和法线设置序列。还提出了使用非线性滤波器组的同心镶嵌的多分辨率表示。

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