簡易檢索 / 詳目顯示

研究生: 洪嵩斌
Hung, Sung-Pin
論文名稱: 以PixelView為基礎的多視點繪圖引擎之設計與實作
Design and Implementation of the Multi-View Graphics Engine based on PixelView
指導教授: 陳中和
Chen, Chung-Ho
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 電腦與通信工程研究所
Institute of Computer & Communication Engineering
論文出版年: 2007
畢業學年度: 95
語文別: 中文
論文頁數: 71
中文關鍵詞: 繪圖管線多視點顯示器
外文關鍵詞: multi-view displays, OpenGL, PixelView, 3D, rendering pipeline
相關次數: 點閱:61下載:3
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 隨著立體顯示器技術的進步,支援多視點的立體視覺顯示器將會越來越普遍,但是在傳統的繪圖管線中,每當改變視點資訊時,必須重新繪製整個場景,使得運算量倍增,無法達到即時繪製的需求。PixelView是一個全新的繪圖管線架構,能夠在運算完一個場景之後,將場景的取樣資料存進「四維繪圖緩衝記憶體」,再設定視點資訊,建立對應的圖像。因為,改變視點資訊時,不用重新計算這個場景,所以能夠快速的建立多張來自不同視點的圖像。

    在本論文中,我們完成了PixelView的軟體模型,並且討論從場景的取樣資料建立圖像時的視角限制。我們更進一步提出與深度值相關的分解演算法,明顯地改進PixelView繪圖管線的繪製效能。

    With the evolution of 3D-display technology, multi-view stereoscopic display becomes more and more popular. However, we must render a 3D scene from the beginning as long as the view information changes. The computation increases linearly for multi-view images, and real-time rendering is impossible. PixelView is a novel graphics pipeline which samples a scene and stores the data into “4D Frame Buffer.” Then, we can construct an image for the specific view information without computing this scene again. Therefore, we can produce the set of images for different viewpoints rapidly.

    In this thesis, we implemented a software model of PixelView and discussed the limitation of view angle while constructing an image from the samples of a scene. Moreover, we proposed an algorithm, called depth-dependent subdivision, to improve the performance of rendering in PixelView pipeline.

    第一章 序論 1  第一節 研究動機 1  第二節 研究貢獻 2  第三節 內容編排 3 第二章 背景知識 4  第一節 多視點立體視覺顯示器 4  第二節 計算立體圖像組 7  第三節 圖像應用程式介面 12  第四節 OPENGL ES圖像管線 13  第五節 光線場 22  第六節 相關研究 27 第三章 PIXELVIEW的實作 30  第一節 分解 30  第二節 光亮度計算與貼圖 34  第三節 點的投射 39  第四節 掃描輸出 46  第五節 PIXELVIEW的指令 54 第四章 實驗結果和改進方案 59  第一節 模擬環境 59  第二節 掃描輸出的視角限制 61  第三節 與深度值相關的分解方法 63 第五章 結論和未來目標 68  第一節 結論 68  第二節 未來目標 69 參考文獻 70

    [1] Jason Stewart, Eric P. Bennett, and Leonard McMillan, “PixelView: a view-independent graphics rendering architecture,” in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, 2004, pp. 75-84.
    [2] Neil A. Dodgson, “Autostereoscopic 3D Displays,” Computer, volume 38, issue 8, August 2005, pp. 31-36.
    [3] Jamie Brettle and Cladimir V. G. Baranoski, “Stereo Rendering: An Overview,” University of Waterloo, Technical Report CS-2005-02, December 2005.
    [4] David F. McAllister, “Stereo technology: Stereo & 3D display technology.” Available: http://research.csc.ncsu.edu/stereographics/wiley.pdf
    [5] Philips, “Philips Mutiview 3D Display Solutions,” June 17, 2004. Available: http://www.3dc.gr.jp/english/domestic_rep/040617a/Philips_3dc.pdf
    [6] Johan Compen, “3D graphics rendering for multiview displays: Using programmable shaders on graphics cards,” Koninklijke Philips Electronics N.V. 2005, Technical note TN-2004/00920, 2005.
    [7] Paul Bourke, “Calculating Stereo Pairs,” July1999. Available: http://astronomy.swin.edu.au/~pbourke/stereographics/stereorender/
    [8] Mark Segal and Kurt Akeley, “The OpenGL Graphics System: A Specification Version 2.1,” Silicon Graphics, Inc. Available: http://www.opengl.org/registry/doc/glspec21.20061201.pdf
    [9] Richard S. Wright, Jr., and Benjamin Lipchark, OpenGL SuperBible, 3rd edition. Sams Publishing, 2005.
    [10] The Mesa 3D Graphics Library website. Available: http://www.mesa3d.org
    [11] Vincent Mobile 3D Rendering Library. Available: http://sourceforge.net/projects/ogl-es/
    [12] David Blythe and Aaftab Munshi, “OpenGL ES Common/Common-Lite Profile Specification Version 1.1.10,” Khronos Group, Inc. Available: http://www.khronos.org/registry/gles/specs/1.1/es_full_spec.1.1.10.pdf
    [13] Tomas Akenine-Moller and Eric Haines, Real-time rendering, 3rd edition. A. K. Peters, Ltd, Natick, MA, 2002.
    [14] Marc Levoy and Pat Hanrahan, “Light field rendering,” in Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, August 1996, pp.31-42.
    [15] Steven J. Gortler, Radek Grzeszczuk, Richard Szeliski, and Michael F. Cohen, “The lumigraph,” in Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, August 1996, pp.43-54.
    [16] Matthew J. P. Regan, Gavin S. P. Miller, Steven M. Rubin, and Chris Kogelnik, “A real-time low-latency hardware light-field renderer,” in Proceedings of the 26th annual conference on Computer graphics and interactive techniques, July 1999, pp.287-290.
    [17] Christoph Fehn, “A 3D-TV system based on video plus depth information,” in Thirty-Seventh Asilomar Conference on Signals, Systems and Computers, vol. 2, Nov. 2003, pp. 1529-1533.

    下載圖示 校內:2012-08-23公開
    校外:2012-08-23公開
    QR CODE