Book Chapter10.1007/11848035_74
Accelerating depth image-based rendering using GPU
Man Hee Lee,In Kyu Park +1 more
- 11 Sep 2006
- pp 562-569
13
TL;DR: An efficient hardware-accelerated rendering algorithm of depth image-based 3D object using the new features of modern graphic processing unit (GPU) and programmable shader support is developed.
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Abstract: In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation (DIBR) object, which is defined in MPEG-4 Animation Framework eXtension (AFX). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modern graphic processing unit (GPU) and programmable shader support, we develop an efficient hardware-accelerated rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.
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Citations
A real-time 1080p 2D-to-3D video conversion system
Sung-Fang Tsai,Chao-Chung Cheng,Chung-Te Li,Liang-Gee Chen +3 more
- 22 Jul 2011
TL;DR: A 2D-to-3D video conversion system capable of real-time 1920×1080p conversion and combining the global depth gradient and local depth refinement, generated 3D images have comfortable and vivid quality, and algorithm has very low computational complexity.
64
Patent
A multi-core processor supporting real-time 3d image rendering on an autostereoscopic display
Changcheng Li,Yangzhou Du,Qiang Li,Yimin Zhang +3 more
- 01 Apr 2010
TL;DR: In this article, a multi-core processor system may support 3D image rendering on an autostereoscopic display, which includes pre-processing of depth map and image wrapping tasks.
16
Real-time free-viewpoint DIBR on GPUs for 3DTV systems
German Bravo,Luat Do,Svitlana Zinger +2 more
- 29 Sep 2011
TL;DR: Using a combination of the highly parallel programming architecture CUDA and a graphics API, this work has achieved a real-time performance operating on 1080p HD multi-view video with a rendering quality that is comparable to the software implementation.
10
Real-time free-viewpoint DIBR on GPUs for large base-line multi-view 3DTV videos
Luat Do,German Bravo,Svitlana Zinger +2 more
- 29 Dec 2011
TL;DR: This paper reports on the implementation of an efficient free-viewpoint DIBR algorithm with an off-the-shelf GPU, which can be readily integrated into future 3DTV systems with a real-time performance operating on 1080p HD multi-view video with a rendering quality that is comparable to the software implementation.
10
Efficient Real-Time Stereoscopic 3D Rendering
Huw Bowles
- 01 Jan 2010
TL;DR: A novel high performance reprojection approach that is introduced that is based on exploiting the large amount of spatial coherence between the two viewpoints to avoid generating both viewpoints from scratch, and investigates the behavior of the iteration.
4
References
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Matthias Zwicker,Hanspeter Pfister,Jeroen van Baar,Markus Gross +3 more
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TL;DR: A point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds without connectivity based on a novel screen space formulation of the Elliptical Weighted Average (EWA) filter is described.
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Daniel N. Wood,Daniel I. Azuma,Ken Aldinger,Brian Curless,Tom Duchamp,David Salesin,Werner Stuetzle +6 more
- 01 Jul 2000
TL;DR: This paper presents a framework for construction, compression, interactive rendering, and rudimentary editing of surface light fields of real objects, incorporating view-dependent geometric level-of-detail control.
•Book
OpenGL shading language
Randi J. Rost,Bill Licea-Kane,Dan Ginsburg,John M. Kessenich,Barthold Lichtenbelt,Hugh Malan,Michael E. Weiblen +6 more
- 01 Feb 2004
TL;DR: The OpenGL Shading Language, Third Edition as discussed by the authors provides a detailed introduction to the GLSL and the new OpenGL function calls that support it, as well as a detailed treatment of these exciting technologies in a way that is extremely helpful for visualization and game developers.