基于360°RGBD视频的交互式混合现实渲染全景光线跟踪。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
IEEE Computer Graphics and Applications Pub Date : 2024-01-01 Epub Date: 2024-01-25 DOI:10.1109/MCG.2023.3327383
Jian Wu, Lili Wang
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引用次数: 0

摘要

本文提出了一种交互式全景光线跟踪方法,用于在360°RGBD视频中插入虚拟对象时渲染实时逼真的光影效果。首先,我们近似真实场景的几何图形。我们提出了一种稀疏采样光线生成方法,通过减少光线跟踪中需要发射的光线数量来加快跟踪过程。然后,引入辐照度估计通道来生成有噪声的蒙特卡罗图像。最后,通过插值、时间滤波和差分渲染对最终结果进行平滑和合成。我们在许多自然和合成场景中测试了我们的方法,并将我们的方法与地面实况和基于图像的照明方法的结果进行了比较。结果表明,我们的方法可以实时生成360°RGBD视频中动态虚拟对象的视觉逼真帧,使渲染结果更加自然可信。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Panoramic Ray Tracing for Interactive Mixed Reality Rendering Based on 360° RGBD Video.

This article presents an interactive panoramic ray tracing method for rendering real-time realistic lighting and shadow effects when virtual objects are inserted in 360$^{\circ }$∘ RGBD videos. First, we approximate the geometry of the real scene. We propose a sparse sampling ray generation method to speed up the tracing process by reducing the number of rays that need to be emitted in ray tracing. After that, an irradiance estimation channel is introduced to generate noisy Monte Carlo images. Finally, the final result is smoothed and synthesized by interpolation, temporal filtering, and differential rendering. We tested our method in a number of natural and synthesized scenes and compared our method with results from ground truth and image-based illumination methods. The results show that our method can generate visually realistic frames for dynamic virtual objects in 360$^{\circ }$∘ RGBD videos in real time, making the rendering results more natural and believable.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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