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研究生: Dobromir Todorov
Dobromir - Todorov
論文名稱: 3D Photorealistic Real-time View Synthesis for A Bike Simulator
3D Photorealistic Real-time View Synthesis for A Bike Simulator
指導教授: 賴祐吉
Yu-Chi Lai
口試委員: 朱宏國
Hung-Kuo Chu
姚智原
Chih-Yuan Yao
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2013
畢業學年度: 101
語文別: 英文
論文頁數: 80
中文關鍵詞: Photorealistic view synthesishybrid data representationgeometry-based renderingimage-based renderingdepth image-based renderinglayer depth image-based rendering
外文關鍵詞: Photorealistic view synthesis, hybrid data representation, geometry-based rendering, image-based rendering, depth image-based rendering, layer depth image-based rendering
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Bike riding is very popular and a good bike riding simulator would require a photorealistic view synthesizer to engage riders into the exercise atmosphere of the virtual environment. Therefore, this work focuses on using captured range-scanned point samples and scene photos to build a real-time realistic walk-through view synthesis system for a field riding bike simulator. Careful observation reveals that different parts of a field environment require different representations to achieve photorealistic appearance with proper memory consumption and proper rendering cost. The view synthesizer is built based on decomposing a field riding environment into several different representations based on their context and distances to the field. These representations include close-distanced view-dependent-texturing geometry-based objects, medium-distanced concentric-cylinder-image-based objects, long-distanced image-based objects, view-dependent-billboard-based vegetation and view-dependent geometry-based ground. Using different representations allows the system to choose different rendering techniques to generate the photorealitic appearance of a complex scene with affordable memory usage in interactive frame rates. Therefore, after collecting the input range-scanned point clouds and unorganized photos, the system first registers the range-scanned point clouds and unorganized photos to form a consistent range data and imagery. The photos are segmented into context patches based on their color and their depth projection from the point cloud. Finally, the patches and corresponding depth projections are used to reconstruct the representations for all different components. Later, these decomposed representations can be used to real-time synthesize photorealistic views required for interactively riding through the field.


Bike riding is very popular and a good bike riding simulator would require a photorealistic view synthesizer to engage riders into the exercise atmosphere of the virtual environment. Therefore, this work focuses on using captured range-scanned point samples and scene photos to build a real-time realistic walk-through view synthesis system for a field riding bike simulator. Careful observation reveals that different parts of a field environment require different representations to achieve photorealistic appearance with proper memory consumption and proper rendering cost. The view synthesizer is built based on decomposing a field riding environment into several different representations based on their context and distances to the field. These representations include close-distanced view-dependent-texturing geometry-based objects, medium-distanced concentric-cylinder-image-based objects, long-distanced image-based objects, view-dependent-billboard-based vegetation and view-dependent geometry-based ground. Using different representations allows the system to choose different rendering techniques to generate the photorealitic appearance of a complex scene with affordable memory usage in interactive frame rates. Therefore, after collecting the input range-scanned point clouds and unorganized photos, the system first registers the range-scanned point clouds and unorganized photos to form a consistent range data and imagery. The photos are segmented into context patches based on their color and their depth projection from the point cloud. Finally, the patches and corresponding depth projections are used to reconstruct the representations for all different components. Later, these decomposed representations can be used to real-time synthesize photorealistic views required for interactively riding through the field.

Abstract Acknowledgment Table of contents List of Figures 1 Introduction 2 Related Work 2.1 Image-based Rendering and Depth Image-based Rendering 2.2 Photogrammetric Reconstruction 2.2.1 Photo Visualization via SfM 2.2.2 Multiview Stereo 2.2.3 Image-based Facade 2.3 LiDAR-based Modeling 2.4 Hybrid Photogrammetric and LiDAR-based Reconstruction 2.5 Texture Generation 3 Overview 4 Range Scanned Data and Imagery Collection and Registration 5 Reconstruction of the Representations for the Field 5.1 Context-based Element Segmentation of Photos and Point Cloud Data 5.2 3D Geometry Reconstruction 5.3 Representation for Vegetation 5.4 Middle-distanced Cylindrical Layers 5.5 Far-distanced Bubble Reconstruction 6 Rendering 7 Results 7.1 Scenic Point Cloud Data 7.2 Scenic Photos and Registration 7.3 Context-based Segmentation 7.4 Close-distanced Geometry Reconstruction 7.5 Far-distanced Geometry Reconstruction 7.6 Vegetation Reconstruction 7.7 Ground Reconstruction 7.8 Middle-distanced Object Reconstruction 7.9 Ground Truth Comparison 8 Conclusion and limitation References

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