Foveated Stereoscopic Display for the Visualization of Detailed Virtual Environments

G. Godin, P. Massicotte, L. Borgeat
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引用次数: 9

Abstract

We present a new method for the stereoscopic display of complex virtual environments using a foveated arrangement of four images. The system runs on four rendering nodes and four projectors, for the fovea and periphery in each eye view. The use of high-resolution insets in a foveated configuration is well known. However, its extension to projector-based stereoscopic displays raises a specific issue: the visible boundary between fovea and periphery present in each eye creates a stereoscopic cue that may conflict with the perceived depth of the underlying scene. A previous solution to this problem displaces the boundary in the images to ensure that it is always positioned over stereoscopically corresponding scene locations. The new method proposed here addresses the same problem, but by relaxing the stereo matching criteria and reformulating the problem as one of spatial partitioning, all computations are performed locally on each node, and require a small and fixed amount of post-rendering processing, independent of scene complexity. We discuss this solution and present an OpenGL implementation; we also discuss acceleration techniques using culling and fragments, and illustrate the use of the method on a complex 3D textured model of a Byzantine crypt built using laser range imaging and digital photography.
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聚焦立体显示技术在虚拟环境可视化中的应用
我们提出了一种新的方法来立体显示复杂的虚拟环境,使用四个图像的注视点排列。该系统运行在四个渲染节点和四个投影仪上,用于每个视角的中央窝和外围。在注视点配置中使用高分辨率插入是众所周知的。然而,将其扩展到基于投影仪的立体显示提出了一个具体的问题:每只眼睛中存在的中央窝和外围之间的可见边界产生了立体线索,可能与感知到的底层场景深度相冲突。之前解决这个问题的方法是置换图像中的边界,以确保它始终位于立体对应的场景位置上。本文提出的新方法解决了同样的问题,但通过放宽立体匹配标准并将问题重新表述为空间划分问题,所有计算都在每个节点上局部执行,并且需要少量固定的渲染后处理,与场景复杂性无关。我们讨论了这个解决方案,并提出了一个OpenGL实现;我们还讨论了使用剔除和碎片的加速技术,并说明了使用激光测距成像和数码摄影建立的拜占庭地穴的复杂3D纹理模型的方法。
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