基于模式的选择性呈现框架

A. Zotos, K. Mania, N. Mourkoussis
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引用次数: 11

摘要

感知原理已经被整合到渲染算法中,以优化渲染计算并从人类而不是机器的角度产生逼真的图像。为了节省渲染计算,选择性渲染在不影响信息传输水平的情况下,将高水平的细节引导到合成场景的特定区域,并将低质量的细节引导到剩余的场景。低质量和高质量渲染的场景区域可以组合成一个完整的场景。这些决策是由预测性注意力模型、凝视或基于任务的信息指导的。我们提出了一种新的选择性渲染方法,它是任务和凝视无关的,模拟空间假设的认知创造。根据场景对象如何与场景的上下文(模式)相关联,以不同的多边形质量渲染场景对象。合成场景中的实验研究表明,在不影响信息摄取的情况下,可以以较低的质量呈现场景中期望找到的一致对象。利用这种期望,突出的不一致项目需要高水平的渲染细节,以便它们在感知上得到承认。本文的贡献是一个创新的基于x3d的选择性呈现框架,该框架基于内存模式,并通过元数据充实实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A schema-based selective rendering framework
Perception principles have been incorporated into rendering algorithms in order to optimize rendering computation and produce photorealistic images from a human rather than a machine point of view. In order to economize on rendering computation, selective rendering guides high level of detail to specific regions of a synthetic scene and lower quality to the remaining scene, without compromising the level of information transmitted. Scene regions that have been rendered in low and high quality can be combined to form one complete scene. Such decisions are guided by predictive attention modeling, gaze or task-based information. We propose a novel selective rendering approach which is task and gaze-independent, simulating cognitive creation of spatial hypotheses. Scene objects are rendered in varying polygon quality according to how they are associated with the context (schema) of the scene. Experimental studies in synthetic scenes have revealed that consistent objects which are expected to be found in a scene can be rendered in lower quality without affecting information uptake. Exploiting such expectations, inconsistent items which are salient require a high level of rendering detail in order for them to be perceptually acknowledged. The contribution of this paper is an innovative x3D-based selective rendering framework based on memory schemas and implemented through metadata enrichment.
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