通过优化视图方向和显示面划分来减少两遍渲染的分辨率损失

R. M. Steele, C. Jaynes, Ruigang Yang
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引用次数: 1

摘要

我们描述了一种方法,用于减少在基于投影仪的显示器的失真和对齐校正的双通道渲染中混叠或分辨率损失的数量。分辨率损失是由于第二个渲染通道必须重新采样第一个渲染通道的结果,并且这两个过程通常具有不同的采样率。我们表明,对于平面显示表面,可以为第一遍渲染选择一个观看方向,使其采样率变化与第二遍采样率的变化相抵消。这意味着第一遍有效地均匀地采样投影仪帧缓冲,因此第一遍渲染的适当分辨率将在整个帧缓冲上提供一致的低混叠。我们还表明,对于平面显示表面,这种视图方向的选择可以与适当的第一遍本征矩阵相结合,以消除第二遍的需要。由此产生的单通道渲染算法与现有的单通道技术非常相似,但有一些我们讨论的优点。对于非平坦的显示表面,相对采样不能完全均匀,但当显示表面几乎平坦时,最佳拟合平面的最佳视图方向提供了近似解。虽然当显示表面与平面完全不同时,近似性很差,但我们描述了一种针对这些情况的技术,该技术自动将显示表面细分为近似平面的分区。在常见的显示表面配置中,通过使用两个或三个分区可以大大提高渲染质量,这只会导致适度的渲染开销。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reducing resolution loss in two-pass rendering by optimal view directions and display-surface partitioning
We describe a method for reducing the amount of aliasing or resolution loss in two-pass rendering for distortion and alignment correction of a projector-based display. Resolution loss is caused by the fact that the second rendering pass must resample the result of the first rendering pass, and the two procedures in general have sampling rates that vary differently. We show that for a flat display surface, it is possible to choose a viewing direction for the first-pass render so that its sampling-rate variations cancel with variations of the second-pass sampling rate. This means that the first-pass effectively samples the projector frame-buffer evenly, so an appropriate resolution for the first-pass render will provide uniformly low aliasing over the entire framebuffer. We also show that, for flat display surfaces, this choice of view direction can be combined with an appropriate first-pass intrinsics matrix to eliminate the need for a second pass. The resulting single-pass rendering algorithm is very similar to existing single-pass techniques, but has a few advantages that we discuss. For a non-flat display surface, relative sampling cannot be made perfectly uniform, but the optimal view direction for a best-fit plane provides an approximate solution when the display surface is almost flat. Although the approximation is poor when the display surface differs radically from a plane, we describe a technique for those cases, which automatically subdivides the display surface into partitions that are approximately planar. In common display-surface configurations, great improvements in rendering quality are obtained by using two or three partitions, which causes only modest rendering overhead.
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