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Selective rendering for efficient ray traced stereoscopic images

机译:选择性渲染可实现有效的光线跟踪立体图像

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摘要

Depth-related visual effects are a key feature of many virtual environments. In stereo-based systems, the depth effect can be produced by delivering frames of disparate image pairs, while in monocular environments, the viewer has to extract this depth information from a single image by examining details such as perspective and shadows. This paper investigates via a number of psychophysi-cal experiments, whether we can reduce computational effort and still achieve perceptually high-quality rendering for stereo imagery. We examined selectively rendering the image pairs by exploiting the fusing capability and depth perception underlying human stereo vision. In ray-tracing-based global illumination systems, a higher image resolution introduces more computation to the rendering process since many more rays need to be traced. We first investigated whether we could utilise the human binocular fusing ability and significantly reduce the resolution of one of the image pairs and yet retain a high perceptual quality under stereo viewing condition. Secondly, we evaluated subjects' performance on a specific visual task that required accurate depth perception. We found that subjects required far fewer rendered depth cues in the stereo viewing environment to perform the task well. Avoiding rendering these detailed cues saved significant computational time. In fact it was possible to achieve a better task performance in the stereo viewing condition at a combined rendering time for the image pairs less than that required for the single monocular image. The outcome of this study suggests that we can produce more efficient stereo images for depth-related visual tasks by selective rendering and exploiting inherent features of human stereo vision.
机译:与深度有关的视觉效果是许多虚拟环境的关键功能。在基于立体声的系统中,深度效果可以通过传递不同图像对的帧来产生,而在单眼环境中,观看者必须通过检查诸如透视图和阴影之类的细节从单个图像中提取深度信息。本文通过许多心理物理实验来研究我们是否可以减少计算量并仍然实现立体图像的可感知的高质量渲染。我们通过利用人类立体视觉背后的融合能力和深度感知来检查选择性渲染图像对。在基于光线跟踪的全局照明系统中,由于需要跟踪更多的光线,因此更高的图像分辨率会在渲染过程中引入更多的计算量。我们首先研究了我们是否可以利用人类的双眼融合功能并显着降低其中一个图像对的分辨率,同时在立体观看条件下仍能保持较高的感知质量。其次,我们评估了受试者在需要准确的深度感知的特定视觉任务上的表现。我们发现,主体在立体观看环境中所需的渲染深度提示要少得多,才能很好地完成任务。避免呈现这些详细的提示可以节省大量的计算时间。实际上,在立体观看条件下,对于图像对而言,与单个单眼图像相比,在组合渲染时间上可以获得更好的任务性能。这项研究的结果表明,通过选择性渲染和利用人类立体视觉的固有特征,我们可以为深度相关的视觉任务产生更有效的立体图像。

著录项

  • 来源
    《The Visual Computer》 |2010年第2期|97-107|共11页
  • 作者单位

    Department of Industrial Engineering and Engineering Management, National Tsing Hua University, Hsinchu 30113, Taiwan;

    Department of Industrial Engineering and Engineering Management, National Tsing Hua University, Hsinchu 30113, Taiwan;

    Warwick Digital Lab, University of Warwick, Coventry CV4 7AL, UK;

    Warwick Digital Lab, University of Warwick, Coventry CV4 7AL, UK;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    stereoscopic images; perceptually-guided rendering; virtual reality;

    机译:立体图像;知觉引导的渲染;虚拟现实;

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