同心拼接技术的场景采样[虚拟现实]

Xiaoyong Sun, E. Dubois
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引用次数: 0

摘要

在基于图像的渲染(IBR)中,充分采样是一个重要的问题。它既决定了渲染图像的质量,也决定了必须记录的图像数据的数量,这取决于图像样本的采集方法。同心拼接技术是一种获取场景图像样本的方法,本文应用了全光函数的采样理论,确定了在不同旋转光束长度处所需的图像样本数。在同心拼接技术的基础上,分析了基于图像绘制技术的一般频谱滤波模型,给出了频域解释。对典型场景的数值设计示例进行了仿真,并对每旋转一圈不同数量的图像样本所呈现的不同图像质量进行了说明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Scene sampling for the concentric mosaics technique [virtual reality]
Sufficient sampling for scene representation is an important topic in Image-Based Rendering (IBR). It determines both the rendered image quality and the quantity of image data that must be recorded, and it depends on the method by which the image samples are taken. The Concentric Mosaics technique is one way to get image samples of a scene, to which the sampling theory of the plenoptic function is applied in this paper to determine the required number of image samples at the different lengths of the rotation beam. The general spectral filtering model of image based rendering techniques is analyzed based on the Concentric Mosaics technique to provide a frequency domain interpretation. Simulations on both a numerical design example for a typical scene and the illustration of the different rendered image qualities with different number of image samples per rotation circle are provided.
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