First , this dissertation gives a geometrical projection - based 3d warp algorithm , which has proved the feasibility to bring the studying method of ibr into geometry models - based modeling and rendering . it is an all - purpose algorithm , which can perform coordinate warping under different projection for scene and object models , and , this algorithm can perform color warping according to lighting characteristics 算法的提出证明了将图像绘制的研究方法引入几何绘制领域的可行性,算法通用性好,对场景模型与对象模型均能够依据不同的投影关系进行图像的坐标变换,同时,算法还能够依据光照特性对象素点颜色值进行变换。
In this thesis , we propose several pre - computing and sampling strategies for walkthrough system rendering , natural surface rendering with real - world material and 3d texture , and rendering with global illumination effects respectively . we also introduce efficient rendering methods , which work with these pre - computing and sampling strategies , and perform real - time realistic image rendering successfully 本文在漫游系统绘制,物体表面复杂材质和3d纹理的绘制,全局光照模型绘制等领域提出了相应的预计算采样策略,以及快速的绘制方法,成功地实现了实时的高真实感图像绘制。
Through a few images and some manual assistance , we can get the camera intrinsic and extrinsic parameters , and reconstruct scene , then use warping method to draw at new view point . the whole procedure can be divided into three part : computing camera intrinsic and extrinsic parameters by self - calibration , get depth information through matching image corresponding points and using warping to render image 利用少量图像和一定的人工辅助,获得摄像机的内外参数,再对场景进行重建,最后使用warping方法完成新视点图像的绘制。整个过程可分为三部分:利用自定标计算摄像机内外参数,通过匹配图像对应点提取深度信息,使用warping进行图像绘制。