Rendering Scenes In the Real World for Virtual Environments Using Scanned Images
碩士 === 國立臺灣大學 === 資訊工程研究所 === 84 === This paper describes an alternative approach of panoramic view rendering for real-time interactive applications trying to re- construct a real-world like environment. This is accomplished by combining techniques of com...
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ndltd-TW-084NTU003920172016-07-13T04:10:50Z http://ndltd.ncl.edu.tw/handle/34670084350661007300 Rendering Scenes In the Real World for Virtual Environments Using Scanned Images 使用影像在虛擬環境中繪製真實場景的方法 Tsao,Wen-kae 曹文凱 碩士 國立臺灣大學 資訊工程研究所 84 This paper describes an alternative approach of panoramic view rendering for real-time interactive applications trying to re- construct a real-world like environment. This is accomplished by combining techniques of computer graphics and scanned images or photos taken from the real world: we generate photo- realistic environment maps from photo-realistic images, and then use the fully aligned maps to render the scene by computer graphics techniques. There are two kinds of environment maps: a textured cylinder-like prism, and a textured sphere-like polyhedron. Al- though some precision in alignment is lost, the high complexity, high quality and high frame rate performance on a Pentium PC without any hardware support makes this approach attractive in low cost systems. Our current performance on an Intel Pentium- 133 PC: 17 frames (size of 639x479 pixels, 16-bit color) per second for rendering a textured cylinder-like prism, and 8-13 frames per second for rendering a textured sphere-like poly- hedron. Ouhyoung,Ming 歐陽明 1996 學位論文 ; thesis 54 zh-TW |
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碩士 === 國立臺灣大學 === 資訊工程研究所 === 84 === This paper describes an alternative approach of panoramic view
rendering for real-time interactive applications trying to re-
construct a real-world like environment. This is accomplished
by combining techniques of computer graphics and scanned images
or photos taken from the real world: we generate photo-
realistic environment maps from photo-realistic images, and
then use the fully aligned maps to render the scene by computer
graphics techniques. There are two kinds of environment maps: a
textured cylinder-like prism, and a textured sphere-like
polyhedron. Al- though some precision in alignment is lost, the
high complexity, high quality and high frame rate performance
on a Pentium PC without any hardware support makes this
approach attractive in low cost systems. Our current
performance on an Intel Pentium- 133 PC: 17 frames (size of
639x479 pixels, 16-bit color) per second for rendering a
textured cylinder-like prism, and 8-13 frames per second for
rendering a textured sphere-like poly- hedron.
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author2 |
Ouhyoung,Ming |
author_facet |
Ouhyoung,Ming Tsao,Wen-kae 曹文凱 |
author |
Tsao,Wen-kae 曹文凱 |
spellingShingle |
Tsao,Wen-kae 曹文凱 Rendering Scenes In the Real World for Virtual Environments Using Scanned Images |
author_sort |
Tsao,Wen-kae |
title |
Rendering Scenes In the Real World for Virtual Environments Using Scanned Images |
title_short |
Rendering Scenes In the Real World for Virtual Environments Using Scanned Images |
title_full |
Rendering Scenes In the Real World for Virtual Environments Using Scanned Images |
title_fullStr |
Rendering Scenes In the Real World for Virtual Environments Using Scanned Images |
title_full_unstemmed |
Rendering Scenes In the Real World for Virtual Environments Using Scanned Images |
title_sort |
rendering scenes in the real world for virtual environments using scanned images |
publishDate |
1996 |
url |
http://ndltd.ncl.edu.tw/handle/34670084350661007300 |
work_keys_str_mv |
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1718346066571558912 |