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研究生: 吳雨青
Wu, Yu-Ching
論文名稱: 多視點立體顯示器之影像合成技術
Image Synthesis Technology for Multi-view 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: 2008
畢業學年度: 96
語文別: 中文
論文頁數: 83
中文關鍵詞: 影像繪圖多視點顯示器查表
外文關鍵詞: 3D display, DIBR, multi-view, lookup table
相關次數: 點閱:66下載:2
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  • 隨著多視點立體顯示器技術的進步,多視點立體顯示的應用也越來越普及。多視點立體顯示器可以提供觀賞者雙眼不同的影像進而產生立體感。而深度影像繪圖法(depth-image-based rendering、DIBR)只需要一張來源彩色影像及其相對應的深度影像便能夠有效率地產生新視點的影像。
    本篇論文對 DIBR 中影像點重新取樣機制作了仔細的討論與分析,並透過數學驗證推導出一個適用於不同立體顯示器之重新取樣位移公式。同時在位移公式中引入深度轉換的步驟,並且以視點平行運算為考量提出一個可硬體化的模組架構。最後針對這個可硬體化的模組架構,我們提出一對照表(lookup table)來降低運算的時間,同時也維持未來演算法修改的彈性。

    With the improvement in 3D display technology, multi-view 3D displays are getting popular in the near future. 3D displays provide two different images for each user to form a three-dimensional scene. Depth-image-based rendering (DIBR) can be used to generate images for different viewpoints by using only a color image with the corresponding depth map.
    In this thesis, we analyze the pixel re-sampling mechanism in DIBR. We develop the pixel shifting formula, which is used to do pixel re-sampling, and make it applicable to different 3D displays. We also introduce a depth transformation into the shifting formula, and propose a hardware module aiming at parallel computing the multi-view images. As a result, a lookup table design which simplifies the need for expensive computation hardware is proposed.

    摘要 I ABSTRACT II 致謝 III 目次 IV 表目錄 VIII 圖目錄 IX 第1章 序論 1 1.1 研究動機 1 1.2 研究貢獻 3 1.3 論文編排 3 第2章 背景知識 4 2.1 人類視覺感知系統 4 2.1.1 深度線索(Depth cue) 4 2.1.2 立體視覺 6 2.2 立體顯示 7 2.2.1 視差 8 2.2.2 視覺感知 10 2.2.3 立體顯示技術 12 2.3 3D繪圖 18 2.3.1 3D繪圖系統 18 2.3.2 圖像應用程式介面 22 2.3.3 OpenGL繪圖管線 22 2.3.4 3D繪圖的應用 31 2.4 多視點 31 2.4.1 多視點設定 31 2.4.2 水平位移 33 2.4.3 繪製多視點影像 34 2.5 相關研究 35 2.5.1 光線場(Light field) 35 2.5.2 基於深度影像繪圖法(Depth-Image-Based Rendering) 35 第3章 多視點立體顯示系統 37 3.1 系統架構 37 3.2 來源影像 39 3.3 基於深度影像繪圖法(DIBR) 40 3.3.1 重新取樣(pixel re-sampling、3D image warping) 40 3.3.2 計算水平位移量 41 3.3.3 影像失真(artifact) 42 3.3.4 遮蔽點移除(Handling occlusion) 44 3.3.5 空洞修補(Hole filling) 44 3.3.6 優點及缺點 45 3.3.7 硬體實現 46 3.4 交錯排列(INTERLEAVING) 46 第4章 多視點影像合成 48 4.1 位移量公式 49 4.1.1 適用於顯示器之位移量公式 49 4.1.2 右邊視點位移 51 4.1.3 左邊視點位移 53 4.1.4 位於零視差平面之物體的位移 55 4.2 立體可視範圍 56 4.2.1 水平視角(Horizontal Visual Angle、HVA) 56 4.2.2 可視立體範圍 60 4.2.3 立體視覺效果衰減 63 4.3 零視差平面 65 4.4 深度值轉換 65 4.4.1 Scale 66 4.4.2 深度影像(depth map) 66 4.4.3 深度值轉換 67 4.4.4 隱藏深度轉換 68 4.5 總結 70 第5章 使用查表法之多視點影像合成模組 72 5.1 視點平行處理 72 5.2 GAIN 73 5.2.1 顯示器點距 74 5.2.2 螢幕平面位置跟雙眼距離 75 5.2.3 Gain 值的範圍 76 5.3 查表(LOOKUP TABLE) 77 5.3.1 深度值一對一對應 77 5.3.2 八位元查表值 78 5.4 總結 78 第6章 結論與未來目標 80 6.1 結論 80 6.2 未來目標 80 參考文獻 81

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