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Using JPEG2000 compressed images for foveated texture mapping in limited memory environments.

机译:在有限的内存环境中使用JPEG2000压缩图像进行偏心纹理映射。

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摘要

Despite advances in hardware technology and software rendering algorithms, there remain several limitations that force design trade-offs in virtual environments and visualization systems, such as the decision between increased level of detail, scene rendering time and the storage size of an object or virtual world. If an application involves the Internet or another restricted bandwidth transmission environment, the amount of data necessary to communicate a high level of detail becomes an even more critical parameter.; Texture mapping and light mapping are used to increase the realism of a scene without increasing the geometric complexity. The cost for these methods is the greatly increased storage for the high quality images used. Texture compression is used to mitigate this drawback, but current techniques are lossy and provide only moderate compression.; This paper proposes a unique solution using images compressed with an algorithm based on the upcoming JPEG2000 standard that reduces the internal memory storage requirements for texture maps in interactive three-dimensional worlds. The Foveated JPEG2000 Texture Mapping method (fJ2k) uses JPEG2000 codestreams decompressed to resolutions that can vary based on current rendering performance. This potentially results in a foveated image, with a greater level of detail at the center of the field of view. The decoding and foveation algorithms are implemented in the graphics-imaging pipeline and have the potential for hardware implementation.; This is an adaptive algorithm for interactive visualization that works to maintain a predetermined target frame rate based on user input and rendering times for an untextured scene. The concept behind the algorithm is to trade image quality for interactivity in situations where the environment is too complex to be rendered in full detail at the target frame rate. A constrained optimization is performed that selects a level of detail to decode images with which to render each visible object to produce the “best” scene possible within a specified frame-time. In contrast to other culling techniques, this algorithm strives to guarantee a uniform, bounded frame rate not by culling model geometry, but by culling texture image detail.
机译:尽管硬件技术和软件渲染算法取得了进步,但是仍然存在一些限制,迫使在虚拟环境和可视化系统中进行设计权衡,例如在细节级别提高,场景渲染时间与对象或虚拟世界的存储大小之间做出决定。 。如果应用程序涉及Internet或其他受限制的带宽传输环境,则传达高度详细信息所需的数据量将成为更为关键的参数。纹理贴图和光照贴图用于在不增加几何复杂性的情况下增加场景的真实感。这些方法的成本是大大增加了所用高质量图像的存储量。纹理压缩被用来减轻这个缺点,但是当前的技术是有损的并且仅提供适度的压缩。本文提出了一种独特的解决方案,该解决方案使用基于即将到来的JPEG2000标准的算法压缩的图像进行压缩,从而减少了交互式三维世界中纹理贴图的内部存储器存储需求。中央JPEG2000纹理映射方法(fJ2k)使用JPEG2000码流,解压缩后的分辨率可以根据当前渲染性能而变化。这可能会产生偏心的图像,在视场中央具有更高的细节水平。解码和偏向算法是在图形成像管道中实现的,具有实现硬件的潜力。这是一种用于交互式可视化的自适应算法,该算法可根据用户输入和未纹理场景的渲染时间来维持预定的目标帧速率。该算法背后的概念是在环境过于复杂而无法以目标帧速率完整渲染的情况下,以图像质量换取交互性。执行约束优化,该优化选择细节级别以对图像进行解码,使用该图像渲染每个可见对象以在指定的帧时间内生成“最佳”场景。与其他剔除技术相比,此算法不通过剔除模型几何体而是通过剔除纹理图像细节来努力确保统一的有界帧速率。

著录项

  • 作者

    Henry, Timothy Michael.;

  • 作者单位

    University of Rhode Island.;

  • 授予单位 University of Rhode Island.;
  • 学科 Computer Science.; Mathematics.
  • 学位 Ph.D.
  • 年度 2001
  • 页码 244 p.
  • 总页数 244
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;数学;
  • 关键词

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