Real-time Rendering with Compressed Animated Light Fields

Babis Koniaris, Maggie Kosek, David Sinclair, Kenny Mitchell
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引用次数: 11

Abstract

We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. We detail a real-time rendering algorithm using multi-view ray casting and view dependent decompression. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance.
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实时渲染与压缩动画光场
我们提出了一种端到端的解决方案,用于向用户呈现电影质量的动画图形,同时仍然允许自由视点头部运动提供的存在感。通过将离线渲染的电影内容转换为新颖的沉浸式表示,我们根据跟踪的头部姿势实时显示内容。对于每一帧,我们使用放置在潜在观看者位置附近的一组稀疏相机,每帧生成一组立方体映射图像(颜色和深度)。根据照明环境的复杂性,相机采用优化过程,使渲染数据以最小的冗余度最大限度地覆盖。我们分别压缩颜色和深度,引入了一种集成的空间和时间方案,以在GPU上为虚拟现实应用程序提供高性能。我们详细介绍了一种使用多视图光线投射和视图相关解压缩的实时渲染算法。通过对图像重建质量和性能的定量分析,证明了150:1及更高的压缩率。
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