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研究生: 林志明
Lin, Jhih-Ming
論文名稱: 基於影像貼補之多視角影像合成演算法及GPU加速實現
Inpainting-based Multi-view Synthesis Algorithms and Its GPU Accelerated Implementation
指導教授: 劉濱達
Liu, Bin-Da
楊家輝
Yang, Jar-Ferr
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 電機工程學系
Department of Electrical Engineering
論文出版年: 2012
畢業學年度: 100
語文別: 英文
論文頁數: 73
中文關鍵詞: 影像合成影像貼補GPU平行運算技術基於景深圖之影像合成
外文關鍵詞: View Synthesis, Inpainting, GPU, Depth-image-based rendering (DIBR)
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  • 本論文提出基於影像貼補技術之即時多視角影像合成演算法,只要輸入單一視角及其對應之景深圖,即可輸出雙視角影像給快門式眼鏡或九視角影像給裸眼立體電視。在多視角影像合成演算法中,如何修補影像中的瑕疵及破洞是首要問題,本論文首先提出使用內插影像修補演算法,利用影像紋理資訊來決定如何修補影像中的小瑕疵,接著剩餘的破洞則利用多視角影像投影的特性來貼補,以得到較好的修補結果。本論文並且提出新的優先權決定法來降低運算複雜度,以達到即時運算之目的。為了進一步增加運算效能,本論文採用了GPU平行運算技術,以降低演算過程中的資料相依性,提升平行化的程度。模擬結果顯示,本論文提出的演算法可以合成出良好的影像,並能即時合成雙視角影像或九視角影像。

    In this thesis, inpainting-based multi-view synthesis algorithms for 2-views glasses stereo or 9-views naked-eye display systems are proposed when their inputs are with one color image and depth map. Mostly, the depth-image-based rendering (DIBR) algorithms will produce some holes and cracks in the multi-view synthesized images. How to fill up holes and crack in multi-view synthesized image becomes an important issue for providing high quality 3D views. This work proposes a texture-based interpolation method, which can fix cracks in the image based on texture information. Afterward, the holes in the image are filled up by inpainting based on the principle of warping to get better results, Besides, a priority method is also proposed to reduce computational complexity. Finally, we use compute unified device architecture (CUDA) to realize the proposed algorithms, and reduce data dependence. Simulation results reveal that the proposed algorithms achieve good results for synthesizing 2-view or 9-view in real-time.

    Abstract (Chinese)...i Abstract (English)...iii Table of Contents...vii List of Figures...ix List of Tables...xi Chapter 1 Introduction...1 1.1 Three dimensional (3D) films...1 1.2 Motivation...4 1.3 Thesis Organization...5 Chapter 2 Related Works...7 2.1 Depth-Based Image Rendering (DIBR)...7 2.1.1 3D warping...8 2.1.2 Boundary artifacts...11 2.1.3 Hole Filling...14 2.2 Inpainting...16 Chapter 3 Compute Unified Device Architecture (CUDA)...19 3.1 CUDA Programming Model...20 3.2 CUDA Hardware Model...23 Chapter 4 The Proposed Method...27 4.1 Algorithm Overview...28 4.2 Texture-based Interpolation Crack Filling...31 4.2.1 Finding small crack...32 4.2.2 Filtering small crack...33 4.3 Fast Disocclusions Inpainting...35 4.3.1 Analysis vector...36 4.3.2 Arrange priority...39 4.3.3 Search match block...43 4.4 Fast Hole Filling by Reference View...47 4.4.1 Hole Filling by One Reference View...48 4.4.2 Hole Filling by Two Reference View...48 4.5 CUDA Acceleration...49 4.5.1 Depth map pro-processing...50 4.5.2 3D warping...50 4.5.3 Fast 3D warping...51 4.5.4 Texture-based interpolation...53 4.5.5 Fast Disocclusions inpainting...53 4.5.6 Hole filling by reference view...55 4.6 Simulation Result...55 4.6.1 Coefficient select and comparison...55 4.6.2 Synthesis result...59 Chapter 5 Conclusions and Future Work...65 5.1 Conclusions...65 5.2 Future Work...66 References...69

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