使用增量纹理深度网格简化复杂环境

Andrew T. Wilson, Dinesh Manocha
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引用次数: 49

摘要

我们提出了一种增量算法来计算基于图像的大型环境简化。我们使用基于优化的方法来生成基于场景可见性的样本,并从每个视点使用环境的采样范围全景图创建纹理深度网格(tdm)。优化函数最大限度地减少了重建中的皮肤和裂缝等工件。我们还提出了一种利用不同视点之间空间一致性的多tdm编码方案。由此产生的简化,增量纹理深度网格(itdm),减少了预处理,存储,渲染成本和可见的伪影。我们的算法已经应用于包含数百万原语的大型、复杂的合成环境。它能够在PC上以每秒20 - 40帧的速度渲染它们,而视觉保真度几乎没有损失。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Simplifying complex environments using incremental textured depth meshes
We present an incremental algorithm to compute image-based simplifications of a large environment. We use an optimization-based approach to generate samples based on scene visibility, and from each viewpoint create textured depth meshes (TDMs) using sampled range panoramas of the environment. The optimization function minimizes artifacts such as skins and cracks in the reconstruction. We also present an encoding scheme for multiple TDMs that exploits spatial coherence among different viewpoints. The resulting simplifications, incremental textured depth meshes (ITDMs), reduce preprocessing, storage, rendering costs and visible artifacts. Our algorithm has been applied to large, complex synthetic environments comprising millions of primitives. It is able to render them at 20 -- 40 frames a second on a PC with little loss in visual fidelity.
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