浙江大学学报(工学版)
浙江大學學報(工學版)
절강대학학보(공학판)
JOURNAL OF ZHEJIANG UNIVERSITY(ENGINEERING SCIENCE)
2015年
4期
676-682
,共7页
杨廷俊%朱博%刘雨
楊廷俊%硃博%劉雨
양정준%주박%류우
自适应标定%顶点弹簧模型%曲面细分%GPU加速%半沉浸投影环境
自適應標定%頂點彈簧模型%麯麵細分%GPU加速%半沉浸投影環境
자괄응표정%정점탄황모형%곡면세분%GPU가속%반침침투영배경
adaptive calibration%vertex springs model%tessellation%GPU acceleration%semi-immersive projection environment
为了实现投影设备在半沉浸式投影环境的自适应投影显示,提出基于优化顶点弹簧模型的自适应快速标定算法。该算法基于优化的顶点弹簧模型对二次曲面投影可视化环境进行三维网格获取,使用基于OpenGL 的Tessellation曲面细分算法对网格进行网格细分计算,对预投影图像进行基于图形处理器(GPU )加速的校正计算和高质量纹理渲染,实现半沉浸式球幕投影可视化环境的快速自适应标定计算。算法验证和实验结果表明,与现有的非均匀二次曲面校正方法相比,提出的算法全面考虑了非均匀球面的局部形状信息,使用优化的顶点弹簧模型算法自适应生成高精度网格,应用 GPU 加速方法实现了算法加速,在图像渲染精度和速度两方面得到了显著提升。
為瞭實現投影設備在半沉浸式投影環境的自適應投影顯示,提齣基于優化頂點彈簧模型的自適應快速標定算法。該算法基于優化的頂點彈簧模型對二次麯麵投影可視化環境進行三維網格穫取,使用基于OpenGL 的Tessellation麯麵細分算法對網格進行網格細分計算,對預投影圖像進行基于圖形處理器(GPU )加速的校正計算和高質量紋理渲染,實現半沉浸式毬幕投影可視化環境的快速自適應標定計算。算法驗證和實驗結果錶明,與現有的非均勻二次麯麵校正方法相比,提齣的算法全麵攷慮瞭非均勻毬麵的跼部形狀信息,使用優化的頂點彈簧模型算法自適應生成高精度網格,應用 GPU 加速方法實現瞭算法加速,在圖像渲染精度和速度兩方麵得到瞭顯著提升。
위료실현투영설비재반침침식투영배경적자괄응투영현시,제출기우우화정점탄황모형적자괄응쾌속표정산법。해산법기우우화적정점탄황모형대이차곡면투영가시화배경진행삼유망격획취,사용기우OpenGL 적Tessellation곡면세분산법대망격진행망격세분계산,대예투영도상진행기우도형처리기(GPU )가속적교정계산화고질량문리선염,실현반침침식구막투영가시화배경적쾌속자괄응표정계산。산법험증화실험결과표명,여현유적비균균이차곡면교정방법상비,제출적산법전면고필료비균균구면적국부형상신식,사용우화적정점탄황모형산법자괄응생성고정도망격,응용 GPU 가속방법실현료산법가속,재도상선염정도화속도량방면득도료현저제승。
A fast adaptive calibration algorithm based on optimized vertex springs model was proposed in order to achieve adaptive projection in semi‐immersive visualization environment .The quadratic projection surface mesh of the visualization environment was obtained by using optimized vertex springs model .The Tessellation technology in OpenGL 4 .0+ was used to adaptively subdivide the mesh .The tessellated mesh was applied to the images to be projected with graphics processing unit (GPU)‐based calibration and high‐quality texture mapping algorithm .Experimental results show that compared with existing non‐uniform quadratic surface correction methods ,the proposed algorithm fully considered the local shape information of non‐uniform spherical screen . The high‐precision grid was adaptively generated by using optimized vertex springs model ,and image rendering both in accuracy and speed was significantly improved with GPU acceleration .