立方体表面光场及其采样、压缩、实时渲染

Xiao Ai, Yigang Wang, Simin Kou
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引用次数: 0

摘要

由于光场技术有可能为虚拟现实和增强现实产生视依赖和逼真的效果,因此它正在获得研究和商业利益。在本文中,我们进一步探索了光场,并提出了一种新的参数化方法,允许1)有效地采样具有未知几何形状的物体的光场,2)有效地压缩和3)从任意视点实时渲染。在我们的参数化中,一个新颖的关键元素是我们使用光线与一般立方体表面的交点来参数化四维光场,构造立方体表面光场(CSLF)。我们通过对视点空间进行统一抽取,形成一组关键视点,然后将这些视点转换成伪视频序列,并使用高效的视频编码编码器进行压缩,从而解决了CSLF中数据量大的问题。为了渲染CSLF,我们采用光线投射方法并绘制多边形网格,从而能够实时生成立方体表面外部的任意视图。我们构建了CSLF数据集,并从采样、压缩和渲染方面广泛评估了我们的参数化。结果表明,立方体表面参数化可以同时实现上述三个特征,表明其在虚拟现实和增强现实中的应用潜力。•计算方法→基于图像的渲染;射线追踪;图像压缩;
本文章由计算机程序翻译,如有差异,请以英文原文为准。
CSLF: Cube Surface Light Field and Its Sampling, Compression, Real-Time Rendering
Light field is gaining both research and commercial interests since it has the potential to produce view-dependent and photorealistic effects for virtual and augmented reality. In this paper, we further explore the light field and presents a novel parameterization that permits 1) effectively sampling the light field of an object with unknown geometry, 2) efficiently compressing and 3) real-time rendering from arbitrary viewpoints. A novel, key element in our parameterization is that we use the intersections of the light rays and a general cube surface to parameterize the four-dimensional light field, constructing the cube surface light field (CSLF). We resolve the huge data amount problem in CSLF by uniformly decimating the viewpoint space to form a set of key views which are then converted into a pseudo video sequence and compressed using the high efficiency video coding encoder. To render the CSLF, we employ a ray casting approach and draw a polygonal mesh, enabling real-time generating arbitrary views from the outside of the cube surface. We build the CSLF datasets and extensively evaluate our parameterization from the sampling, compression and rendering. Results show that the cube surface parameterization can simultaneously achieve the above three characteristics, indicating the potentiality in practical virtual and augmented reality. CCS Concepts • Computing methodologies → Image-based rendering; Ray tracing; Image compression;
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