Post-rendering 3D warping

W. Mark, L. McMillan, G. Bishop
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引用次数: 556

Abstract

A pair of rendered images and their Z-buffers contain almost all of the information necessary to re-render from nearby viewpoints. For the small changes in viewpoint that occur in a fraction of a second, this information is sufficient for high quality re-rendering with cost independent of scene complexity. Re-rendering from previously computed views allows an order-of-magnitude increase in apparent frame rate over that provided by conventional rendering alone. It can also compensate for system latency in local or remote display. We use McMillan and Bishop’s image warping algorithm to re-render, allowing us to compensate for viewpoint translation as well as rotation. We avoid occlusion-related artifacts by warping two different reference images and compositing the results. This paper explains the basic design of our system and provides details of our reconstruction and multi-image compositing algorithms. We present our method for selecting reference image locations and the heuristic we use for any portions of the scene which happen to be occluded in both reference images. We also discuss properties of our technique which make it suitable for real-time implementation, and briefly describe our simpler real-time remote display system. CR
渲染后的3D变形
一对渲染图像及其z缓冲区包含了从附近视点重新渲染所需的几乎所有信息。对于发生在几分之一秒内的视点的微小变化,这些信息足以用于高质量的重新渲染,且成本独立于场景复杂性。从先前计算的视图中重新渲染,可以比传统渲染单独提供的显帧率增加一个数量级。它还可以补偿本地或远程显示中的系统延迟。我们使用McMillan和Bishop的图像扭曲算法来重新渲染,允许我们补偿视点平移和旋转。我们通过扭曲两个不同的参考图像并合成结果来避免与遮挡相关的伪影。本文阐述了系统的基本设计,详细介绍了系统的重构和多图像合成算法。我们提出了选择参考图像位置的方法,以及我们在两个参考图像中碰巧被遮挡的场景的任何部分使用的启发式方法。讨论了该技术适合实时实现的特性,并简要描述了我们的简单实时远程显示系统。CR
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