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Triangulation of cubic panorama for view synthesis

机译:立体全景图的三角剖分以进行视图合成

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摘要

An unstructured triangulation approach, new to our knowledge, is proposed to apply triangular meshes for representing and rendering a scene on a cubic panorama (CP). It sophisticatedly converts a complicated three-dimensional triangulation into a simple three-step triangulation. First, a two-dimensional Delaunay triangulation is individually carried out on each face. Second, an improved polygonal triangulation is implemented in the intermediate regions of each of two faces. Third, a cobweblike triangulation is designed for the remaining intermediate regions after unfolding four faces to the top/bottom face. Since the last two steps well solve the boundary problem arising from cube edges, the triangulation with irregular-distribution feature points is implemented in a CP as a whole. The triangular meshes can be warped from multiple reference CPs onto an arbitrary viewpoint by face-to-face homography transformations. The experiments indicate that the proposed triangulation approach provides a good modeling for the scene with photorealistic rendered CPs.
机译:我们提出了一种新的非结构化三角剖分方法,该方法可应用三角网格在立方全景图(CP)上表示和渲染场景。它将复杂的三维三角剖分复杂地转换为简单的三步三角剖分。首先,在每个面上分别进行二维Delaunay三角剖分。第二,在两个面的每一个的中间区域中实现了改进的多边形三角剖分。第三,在将四个面展开到顶面/底面之后,为其余中间区域设计一个蜘蛛网状的三角剖分。由于最后两个步骤很好地解决了由立方体边缘引起的边界问题,因此在CP整体上实现了具有不规则分布特征点的三角剖分。可以通过面对面单应变换将三角形网格从多个参考CP扭曲到任意视点上。实验表明,提出的三角剖分方法为具有真实感渲染的CP的场景提供了良好的建模。

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