Computation of virtual environment from stereo-panoramic view

A. I. Audu, A. Sadka
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Abstract

Depth map texturing is one of the prominent image-based rendering methods. It requires the condition of epipolar constraint be satisfied. However, the cylindrical warping involved in the construction of panoramic view makes it highly challenging for this condition to be strictly met. This paper proposes depth-map-based synthesis of virtual environment starting with stereo-panoramic views of a scene. A stereo-panoramic view is first generated by mosaicking a set of images containing both the optical and geometric properties of different parts of the scene. A depth map of the scene contained in the stereo-panoramic view is constructed based on the normalization of matching points and the singular value decomposition of fundamental matrix. Finally, the depth map is textured with one of the panoramic views to obtain a synthesized view. While a good quality depth map can be only generated if and only if epipolar constraint condition for planar rectification is satisfied, it is also the determining factor for the computation of virtual environment from a stereo-panoramic view.
基于立体全景的虚拟环境计算
深度图纹理是一种重要的基于图像的渲染方法。它要求满足极面约束条件。然而,在全景视图的构建中涉及的圆柱形翘曲使得严格满足这一条件具有很高的挑战性。本文提出了一种基于深度图的虚拟环境合成方法,从场景的立体全景视图出发。立体全景视图首先通过拼接一组包含场景不同部分的光学和几何属性的图像来生成。基于匹配点的归一化和基本矩阵的奇异值分解,构建了立体全景中包含的景物深度图。最后,将深度图与其中一个全景视图进行纹理处理,得到一个合成视图。虽然只有满足平面校正的极面约束条件才能生成高质量的深度图,但这也是从立体全景角度计算虚拟环境的决定因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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