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GPU-Based Optimization of a Free-Viewpoint Video System

机译:基于GPU的自由视点视频系统优化

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We present a method for optimizing the reconstruction and rendering of 3D objects from multiple images by utilizing the latest features of consumer-level graphics hardware based on shader model 4.0. We accelerate visual hull reconstruction by rewriting a shape-from-silhouette algorithm to execute on the GPU's parallel architecture. Rendering is optimized through the application of geometry shaders to generate billboarding microfacets textured with captured images. We also present a method for handling occlusion in the camera selection process that is optimized for execution on the GPU. Execution time is further improved by rendering intermediate results directly to texture to minimize the number of data transfers between graphics and main memory. We show our GPU based system to be significantly more efficient than a purely CPUbased approach, due to the parallel nature of the GPU, while maintaining graphical quality.
机译:我们提出了一种方法,可利用基于着色器模型4.0的消费者级图形硬件的最新功能,从多个图像中优化3D对象的重建和渲染。我们通过重写“从轮廓形状”算法以在GPU的并行体系结构上执行,来加快视觉船体的重建。通过应用几何着色器来优化渲染,以生成具有捕获图像纹理的广告牌微面。我们还提出了一种在相机选择过程中处理遮挡的方法,该方法针对GPU的执行进行了优化。通过将中间结果直接呈现给纹理以最大程度地减少图形和主内存之间的数据传输次数,可以进一步缩短执行时间。由于GPU的并行特性,同时保持了图形质量,因此我们展示了基于GPU的系统比纯基于CPU的方法效率要高得多。

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