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研究生: 卓仁凱
Cho, Jen-kai
論文名稱: 基於補償性深度圖像繪圖法以產生三維立體螢幕之多視點影像
Multi-view Image Generation Using Compensated Depth-Image-Based Rendering for 3D Displays
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: 英文
論文頁數: 80
中文關鍵詞: 三維顯示器繪圖管線電腦圖學(繪圖)多視點繪圖法
外文關鍵詞: 3D display, multi-view rendering, computer graphics, graphics pipeline, DIBR
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  • 隨著三維立體顯示器技術的進步,相關的應用也逐漸地被推廣。這種螢幕可以提供觀賞者雙眼不同的影像,進而產生立體感。若是在多人觀看的系統,要同時產生各個圖像給所有觀眾的視點,這對目前的繪圖演算法來說是個挑戰。最直覺的方法是在三維場景中屬於各個視點上放置假想攝影機,然後由每個視點演算產生出屬於各自的影像。這辦法的確可以產生理想的影像品質,但是運算的時間也會正比於顯示器所能提供的視點數。

    另外有一個截然不同的做法稱作深度圖像繪圖法 depth-image-based rendering (DIBR),這個演算法的效能與視點數無關。但是這個演算法會產生一些畫面上的瑕疵,這些瑕疵乃源自於傳統繪圖管線的特性。基於DIBR,我們提出了一個藉由修改部分繪圖管線,來補償該演算法以消除其主要瑕疵,稱為compensated DIBR。

    為了要模擬多視點系統,我們使用SystemC語言架構了整個三維繪圖系統。實驗結果顯示我們所提出的方案相較於對每個視點均做一次繪圖的暴力演算法,可以減少約80%的記憶體存取量。

    Today, three-dimension display technology is getting popular. These displays provide respective images to both eyes of each viewer, and hence bring viewers 3D experience. In the case of multiple viewers, creating the image for each view is a challenge to current graphics rendering algorithms. The intuitive way is to place virtual cameras at the corresponding positions for the respective viewpoints, and take the images of a scene from these views. This approach does provide ideal quality to the output images, but the time taken for drawing is basically proportional to the number of views provided by the 3D display.

    There is an alternative called depth-image-based rendering (DIBR), which is a view number independent algorithm. However, this algorithm produces some visible artifacts due to the nature of the real-time graphics algorithm. Based on DIBR, we proposed an algorithm called compensated-DIBR by modifying part of the graphics algorithm to reduce the major artifacts.

    In order to perform simulations for respective multi-view algorithms, we established a platform of the entire 3D graphics system in SystemC. The experimental results show that in the case of 9-view displays, the proposed scheme can reduce up to 80% of the memory traffic compared with the brute-force algorithm.

    Chapter 1 Introduction ................................................................................................. 1 1.1 Contributions ............................................................................................... 1 1.2 Overview....................................................................................................... 2 Chapter 2 Background.................................................................................................. 4 2.1 Stereoscopic vision ....................................................................................... 4 2.2 3D displays ................................................................................................... 5 2.2.1 Screen disparity ................................................................................... 5 2.2.2 3D display technologies ....................................................................... 7 2.2.3 Two-view displays ................................................................................ 7 2.2.4 Multi-view displays.............................................................................. 9 2.3 3D computer graphics ............................................................................... 10 2.4 Motivation .................................................................................................. 14 2.4.1 Benchmark ......................................................................................... 15 2.4.2 Graphics card and stereo driver ...................................................... 16 2.4.3 Sharp 3D display................................................................................ 16 2.4.4 Summary ............................................................................................ 16 2.5 Graphics API.............................................................................................. 18 2.5.1 OpenGL.............................................................................................. 19 2.5.2 OpenGL ES ........................................................................................ 21 2.6 Graphics pipeline....................................................................................... 22 2.6.1 OpenGL pipeline................................................................................ 22 2.6.2 Multi-view rendering......................................................................... 24 2.7 Related work .............................................................................................. 24 2.7.1 Depth-Image-Based Rendering ........................................................ 24 2.7.2 Light field ........................................................................................... 25 Chapter 3 Implementation and methodology ........................................................... 27 3.1 System C model.......................................................................................... 27 3.1.1 Electronic System-Level.................................................................... 28 3.2 CoWare Platform Architect ...................................................................... 29 3.3 Immediate mode rendering....................................................................... 30 3.3.1 Transformation .......................................................................................... 31 3.3.2 Lighting .............................................................................................. 35 3.3.3 Primitive assembly............................................................................. 37 3.3.4 Clipping .............................................................................................. 38 3.3.5 Design of geometry engine ................................................................ 39 3.3.6 Triangle setup & traversal ................................................................ 40 3.3.7 Texture mapping................................................................................ 41 3.3.8 Per-fragment operation and the frame buffer ................................ 43 3.3.9 Design of rasterization engine .......................................................... 44 3.4 Tile-based rendering.................................................................................. 45 3.4.1 Architecture........................................................................................ 45 3.4.2 Implementation.................................................................................. 47 3.5 Verification ................................................................................................. 49 Chapter 4 Rendering multiple times.......................................................................... 51 4.1 Correct multiple projection ...................................................................... 51 4.2 Advantages and disadvantages................................................................. 52 Chapter 5 Depth-Image-Based Rendering ................................................................ 53 5.1 Theory......................................................................................................... 53 5.2 Implementation details.............................................................................. 54 5.2.1 Depth buffer to z in eye coordinates ................................................ 54 5.2.2 Visibility problems............................................................................. 55 5.2.3 Artifacts .............................................................................................. 59 5.3 Advantages and disadvantages................................................................. 60 Chapter 6 Compensated-DIBR .................................................................................. 61 6.1 Motivation .................................................................................................. 61 6.2 Compensated depth test ............................................................................ 61 6.2.1 Implementation.................................................................................. 61 6.3 Hole-filling with compensation buffer ..................................................... 62 6.3.1 Limitation........................................................................................... 63 6.4 Advantages and disadvantages................................................................. 66 Chapter 7 Simulation and analysis ............................................................................ 69 7.1 Simulation methodology ........................................................................... 69 7.2 Results and analysis................................................................................... 71 7.2.1 Single view rendering ........................................................................ 71 7.2.2 9-view DIBR....................................................................................... 72 Chapter 8 Conclusions and future work ................................................................... 76 References ............................................................... 78

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