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View-dependent textured splatting

机译:取决于视图的纹理喷溅

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摘要

We present a novel approach to render low resolution point clouds with multiple high resolution textures - the type of data typical from passive vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds. Our new algorithm - view-dependent textured splatting (VDTS) - combines traditional splatting with a view-dependent texturing strategy to reduce rendering artifacts caused by imprecision or noise in the input data. VDTS requires no pre-processing of input data, addresses texture aliasing, and most importantly, processes texture visibility on-the-fly. The combination of these characteristics makes VDTS well-suited for interactive rendering of dynamic scenes. Towards this end, we present a real-time view acquisition and rendering system to demonstrate the effectiveness of VDTS. In addition, we show that VDTS can produce high quality rendering when the texture images are augmented with per-pixel depth. In this scenario, VDTS is a reasonable alternative for interactive rendering of large CG models.
机译:我们提出了一种新颖的方法来渲染具有多个高分辨率纹理的低分辨率点云-被动视觉系统中典型的数据类型。这种数据集的低精度,嘈杂的,有时是不完整的性质不适合设计用于高精度和高密度点云的现有基于点的渲染技术。我们的新算法-视点相关的纹理喷溅(VDTS)-将传统的喷溅与视点相关的纹理化策略相结合,以减少由输入数据中的不精确或噪声引起的渲染伪像。 VDTS不需要预处理输入数据,无需处理纹理混叠,最重要的是,可以实时处理纹理可见性。这些特性的组合使VDTS非常适合动态场景的交互式渲染。为此,我们提出了一个实时视图获取和渲染系统,以演示VDTS的有效性。此外,我们证明了当纹理图像以每像素深度增强时,VDTS可以产生高质量的渲染。在这种情况下,VDTS是大型CG模型的交互式渲染的合理替代方案。

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