基于实时图像的未校准图像渲染

Geert Willems, F. Verbiest, M. Vergauwen, L. Gool
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引用次数: 8

摘要

我们提出了一种新的基于实时图像的渲染系统,用于从一组未校准的图像中生成复杂场景的逼真新颖视图。结构-运动和立体技术的组合被用来获得校准的相机和密集的深度图为所有记录的图像。这些深度图被转换成限制性四叉树,允许自适应,视图相关的镶嵌,同时存储每个顶点的质量。在呈现新视图时,根据排序标准选择合适的相机子集。在非结构化光图渲染方法的精神中,对混合场进行评估,尽管实现在几个点上进行了调整。我们减少了为每个新视图创建几何代理的需要,同时以更优化、不均匀的方式对相机混合场进行采样,并结合逐顶点质量来减少纹理伪影。为了使实时可视化成为可能,可视化管道的所有关键步骤都是使用OpenGL着色语言在商用图形硬件上以高度优化的方式编程的。该系统既可以处理大型户外场景等复杂场景,也可以处理具有大量采集图像的小物体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time image based rendering from uncalibrated images
We present a novel real-time image-based rendering system for generating realistic novel views of complex scenes from a set of uncalibrated images. A combination of structure-and-motion and stereo techniques is used to obtain calibrated cameras and dense depth maps for all recorded images. These depth maps are converted into restrictive quadtrees, which allow for adaptive, view-dependent tessellations while storing per-vertex quality. When rendering a novel view, a subset of suitable cameras is selected based upon a ranking criterion. In the spirit of the unstructured lumigraph rendering approach a blending field is evaluated, although the implementation is adapted on several points. We alleviate the need for the creation of a geometric proxy for each novel view while the camera blending field is sampled in a more optimal, non-uniform way and combined with the per-vertex quality to reduce texture artifacts. In order to make real-time visualization possible, all critical steps of the visualization pipeline are programmed in a highly optimized way on commodity graphics hardware using the OpenGL Shading Language. The proposed system can handle complex scenes such as large outdoor scenes as well as small objects with a large number of acquired images.
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