5 research outputs found

    A unified graphics rendering pipeline for autostereoscopic rendering

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    Autostereoscopic displays require rendering a scene from multiple viewpoints. The architecture of current-generation graphics processors are still grounded in the historic evolution of monoscopic rendering. In this paper, we present a novel programmable rendering pipeline that renders to multiple viewpoints in a single pass. Our approach leverages on the computational and memory fetch coherence of rendering to multiple viewpoints to achieve significant speedup. We present an emulation of the principles of our pipeline using the current-generation GPUs and present a quantitative estimate of the benefits of our approach. We make a case for the new rendering pipeline by demonstrating its benefits for a range of applications such as autostereoscopic rendering and for shadow map computation for a scene with multiple light sources. © 2007 IEEE

    A perceptual approach for stereoscopic rendering optimization

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    Cataloged from PDF version of article.The traditional way of stereoscopic rendering requires rendering the scene for left and right eyes separately: which doubles the rendering complexity. In this study, we propose a perceptually-based approach for accelerating stereoscopic rendering. This optimization approach is based on the Binocular Suppression Theory, which claims that the overall percept of a stereo pair in a region is determined by the dominant image on the corresponding region. We investigate how binocular suppression mechanism of human visual system can be utilized for rendering optimization. Our aim is to identify the graphics rendering and modeling features that do not affect the overall quality of a stereo pair when simplified in one view. By combining the results of this investigation with the principles of visual attention, we infer that this optimization approach is feasible if the high quality view has more intensity contrast. For this reason, we performed a subjective experiment, in which various representative graphical methods were analyzed. The experimental results verified our hypothesis that a modification, applied on a single view, is not perceptible if it decreases the intensity contrast, and thus can be used for stereoscopic rendering. (C) 2009 Elsevier Ltd. All rights reserved

    Algoritmos de interpolación de vistas

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    La visión estreoscópica es una de las areas más importantes dentro del tratamiento digital de imagen. Es posible extraer la información 3D de una escena mediante varias capturas sincronizadas de la misma desde diferentes puntos de vista. Gracias a esto es posible desarrollar aplicaciones 3D de teleimmersión. El objetivo de este proyecto es la creación de vistas virtuales (rendering) a partir de la información obtenida por un sistema de captación multicamara. Dos métodos diferentes de rendering han sido analizados: El primero llamado reproyección directa, consiste en reproyectar todos los píxeles de la imagen original directamente sobre la nueva vista. El segundo método usa una etapa previa en la que las imágenes originales son rectificadas antes de ejecutar el rendering. Esta rectificación permite reducir la complejidad de la búsqueda de correspondencias entre vistas, pero introduce una cierta pérdida de información. Este trabajo esta organizado 4 capítulos: En el Primero son revisados los conceptos teóricos fundamentales sobre los sistemas estereoscópicos. En el siguiente capítulo, son estudiados con detalle los dos métodos propuestos para generar las vistas virtuales. El capítulo 3 describe las herramientas y aplicaciones desarrolladas mientras que en el capítulo 4 son presentadas las conclusiones

    Acceleration Techniques for Photo Realistic Computer Generated Integral Images

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    The research work presented in this thesis has approached the task of accelerating the generation of photo-realistic integral images produced by integral ray tracing. Ray tracing algorithm is a computationally exhaustive algorithm, which spawns one ray or more through each pixel of the pixels forming the image, into the space containing the scene. Ray tracing integral images consumes more processing time than normal images. The unique characteristics of the 3D integral camera model has been analysed and it has been shown that different coherency aspects than normal ray tracing can be investigated in order to accelerate the generation of photo-realistic integral images. The image-space coherence has been analysed describing the relation between rays and projected shadows in the scene rendered. Shadow cache algorithm has been adapted in order to minimise shadow intersection tests in integral ray tracing. Shadow intersection tests make the majority of the intersection tests in ray tracing. Novel pixel-tracing styles are developed uniquely for integral ray tracing to improve the image-space coherence and the performance of the shadow cache algorithm. Acceleration of the photo-realistic integral images generation using the image-space coherence information between shadows and rays in integral ray tracing has been achieved with up to 41 % of time saving. Also, it has been proven that applying the new styles of pixel-tracing does not affect of the scalability of integral ray tracing running over parallel computers. The novel integral reprojection algorithm has been developed uniquely through geometrical analysis of the generation of integral image in order to use the tempo-spatial coherence information within the integral frames. A new derivation of integral projection matrix for projecting points through an axial model of a lenticular lens has been established. Rapid generation of 3D photo-realistic integral frames has been achieved with a speed four times faster than the normal generation
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