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Towards multi-perspective rasterization

机译:迈向多视角栅格化

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摘要

We present a novel framework for real-time multi-perspective rendering. While most existing approaches are based on ray-tracing, we present an alternative approach by emulating multi-perspective rasterization on the classical perspective graphics pipeline. To render a general multi-perspective camera, we first decompose the camera into piecewise linear primitive cameras called the general linear cameras or GLCs. We derive the closed-form projection equations for GLCs and show how to rasterize triangles onto GLCs via a two-pass rendering algorithm. In the first pass, we compute the GLC projection coefficients of each scene triangle using a vertex shader. The linear raster on the graphics hardware then interpolates these coefficients at each pixel. Finally, we use these interpolated coefficients to compute the projected pixel coordinates using a fragment shader. In the second pass, we move the pixels to their actual projected positions. To avoid holes, we treat neighboring pixels as triangles and re-render them onto the GLC image plane. We demonstrate our real-time multi-perspective rendering framework in a wide range of applications including synthesizing panoramic and omnidirectional views, rendering reflections on curved mirrors, and creating multi-perspective faux animations. Compared with the GPU-based ray tracing methods, our rasterization approach scales better with scene complexity and it can render scenes with a large number of triangles at interactive frame rates.
机译:我们提出了一种新颖的实时多视角渲染框架。尽管大多数现有方法都是基于光线跟踪的,但我们通过在经典透视图图形管线上模拟多透视光栅化来提出一种替代方法。为了渲染通用的多视角相机,我们首先将相机分解为称为线性相机或GLC的分段线性基本相机。我们导出了GLC的闭式投影方程,并显示了如何通过两次遍历渲染算法将三角形栅格化到GLC上。在第一遍中,我们使用顶点着色器计算每个场景三角形的GLC投影系数。然后,图形硬件上的线性栅格会在每个像素处插入这些系数。最后,我们使用这些插值系数来使用片段着色器计算投影像素坐标。在第二遍中,我们将像素移动到其实际投影位置。为避免出现孔洞,我们将相邻像素视为三角形,然后将其重新渲染到GLC图像平面上。我们将在广泛的应用程序中演示我们的实时多角度渲染框架,包括合成全景和全向视图,在曲面镜上渲染反射以及创建多角度的人造动画。与基于GPU的光线跟踪方法相比,我们的光栅化方法可根据场景复杂性更好地缩放,并且可以交互帧速率渲染具有大量三角形的场景。

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