天堂国产午夜亚洲专区-少妇人妻综合久久蜜臀-国产成人户外露出视频在线-国产91传媒一区二区三区

當(dāng)前位置:主頁(yè) > 科技論文 > 軟件論文 >

基于GPU加速的幾何紋理合成算法研究

發(fā)布時(shí)間:2018-10-24 14:18
【摘要】:在計(jì)算機(jī)虛擬現(xiàn)實(shí)中通常采用紋理數(shù)據(jù)模擬模型和場(chǎng)景的表面細(xì)節(jié),使得模型或者場(chǎng)景的真實(shí)感大幅提升。紋理根據(jù)其數(shù)據(jù)組織結(jié)構(gòu)不同可分為二維紋理和幾何紋理。其中二維紋理以具有自相似性的二維圖像數(shù)據(jù)為主,二維紋理合成具有合成速度較快,且內(nèi)存占用小等特點(diǎn);同時(shí),由于二維紋理不支持遮擋、陰影、輪廓等重要的效果,二維紋理無(wú)法滿足虛擬現(xiàn)實(shí)對(duì)表現(xiàn)形式越來(lái)越精細(xì)化的要求;幾何紋理具有更豐富、細(xì)致的表現(xiàn)能力,在虛擬現(xiàn)實(shí)技術(shù)中得到了大量應(yīng)用,大大提高了模型和場(chǎng)景的真實(shí)感。現(xiàn)有的幾何紋理合成方法普遍存在計(jì)算量大、存儲(chǔ)占用高并且需要大量的人工交互等問(wèn)題,因此如何快速高效高質(zhì)量的合成幾何紋理成為計(jì)算機(jī)圖形學(xué)的研究熱點(diǎn)。首先,對(duì)紋理合成的研究背景、意義、及國(guó)內(nèi)外研究現(xiàn)狀做了分析,并且對(duì)二維紋理合成和幾何紋理合成的一些經(jīng)典算法進(jìn)行詳細(xì)的介紹和分析總結(jié)其優(yōu)缺點(diǎn)。然后,對(duì)馬爾科夫模型、像素點(diǎn)鄰域、紋理塊鄰域以及鄰域匹配原則等紋理合成基本理論進(jìn)行了詳細(xì)的闡述,結(jié)合現(xiàn)有的經(jīng)典方法對(duì)二維紋理合成和幾何紋理的一般步驟和方法進(jìn)行詳細(xì)的描述,以此分析得到影響紋理合成速度的原因是在于基于鄰域匹配的紋理合成方法中大量的鄰域搜索成了紋理合成速度的瓶頸。其次,對(duì)紋理合成加速技術(shù)從軟件和硬件層面進(jìn)行了分別介紹,根據(jù)鄰域搜索存在的瓶頸問(wèn)題,本文深入研究了相關(guān)的軟件加速技術(shù)和GPU多線程并行加速技術(shù)。最后,提出了一種基于GPU加速的幾何紋理合成方法,以解決幾何紋理合成過(guò)程中的高計(jì)算量、高存儲(chǔ)占用和高耗時(shí)等問(wèn)題。通過(guò)采用GPU多線程并發(fā)技術(shù)設(shè)計(jì)并行加速算法,將串行的幾何理紋理合成過(guò)程并行化,加速幾何紋理合成。實(shí)驗(yàn)結(jié)果表明,本文算法不僅存儲(chǔ)占用更小,而且能夠在保證合成質(zhì)量的同時(shí),極大的降低幾何紋理合成耗時(shí)。
[Abstract]:In computer virtual reality, texture data is usually used to simulate the surface details of the model and scene, which greatly improves the reality of the model or scene. Texture can be divided into two dimensional texture and geometric texture according to its data organization structure. Two-dimensional texture is mainly two-dimensional image data with self-similarity. Two-dimensional texture synthesis has the characteristics of faster synthesis speed and less memory footprint. At the same time, two-dimensional texture does not support occlusion, shadow, contour and other important effects. Two-dimensional texture can not meet the requirements of virtual reality for more and more refined representation; geometric texture has a richer and more detailed performance ability, has been a large number of applications in virtual reality technology, greatly improve the reality of the model and scene. The existing geometric texture synthesis methods have many problems, such as large amount of computation, high storage cost and large amount of manual interaction. Therefore, how to quickly and efficiently synthesize geometric texture with high quality has become a hot topic in computer graphics. First of all, the background, significance, and current situation of texture synthesis at home and abroad are analyzed, and some classical algorithms of two-dimensional texture synthesis and geometric texture synthesis are introduced in detail and their advantages and disadvantages are summarized. Then, the basic theories of texture synthesis, such as Markov model, pixel neighborhood, texture block neighborhood and neighborhood matching principle, are described in detail. Combined with the existing classical methods, the general steps and methods of two-dimensional texture synthesis and geometric texture are described in detail. The reason why the speed of texture synthesis is affected by this analysis is that a large number of neighborhood searches in the texture synthesis method based on neighborhood matching become the bottleneck of the speed of texture synthesis. Secondly, the acceleration technology of texture synthesis is introduced from the software and hardware levels. According to the bottleneck problem of neighborhood search, the related software acceleration technology and GPU multi-thread parallel acceleration technology are deeply studied in this paper. Finally, a new method of geometric texture synthesis based on GPU acceleration is proposed to solve the problems of high computational complexity, high storage footprint and high time consuming in the process of geometric texture synthesis. The parallel acceleration algorithm is designed by using GPU multi-thread concurrent technology to parallelize the serial geometric texture synthesis process and accelerate the geometric texture synthesis. Experimental results show that the proposed algorithm can not only save less memory, but also greatly reduce the time of geometric texture synthesis while ensuring the quality of synthesis.
【學(xué)位授予單位】:長(zhǎng)沙理工大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2016
【分類(lèi)號(hào)】:TP391.41;TP391.9

【參考文獻(xiàn)】

相關(guān)期刊論文 前10條

1 陳國(guó)棟;何漢鑫;;CUDA加速的肝臟體紋理合成與映射方法研究[J];系統(tǒng)仿真學(xué)報(bào);2015年06期

2 王展;顏云輝;宋克臣;;基于像素自適應(yīng)鄰域的紋理合成方法[J];東北大學(xué)學(xué)報(bào)(自然科學(xué)版);2014年09期

3 王繼東;龐明勇;趙瑞斌;;旋轉(zhuǎn)的Wang Tiles紋理合成算法[J];中國(guó)圖象圖形學(xué)報(bào);2013年01期

4 江巨浪;薛峰;鄭江云;黃忠;;一種基于樣圖的體紋理快速生成算法[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2011年08期

5 蔡勛;曾亮;王攀;;基于GPU的體繪制流水線優(yōu)化與預(yù)處理加速算法[J];系統(tǒng)仿真學(xué)報(bào);2011年03期

6 何莎;費(fèi)樹(shù)岷;;動(dòng)態(tài)紋理背景的建模[J];計(jì)算機(jī)應(yīng)用;2009年S2期

7 韓建偉;王青;周昆;鮑虎軍;;基于Wang Tiles的幾何紋理合成[J];軟件學(xué)報(bào);2009年12期

8 嚴(yán)志程;陳為;;基于二維紋理樣本的方向場(chǎng)引導(dǎo)的體紋理合成[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2008年09期

9 鄒昆;韓國(guó)強(qiáng);李聞;張瀟元;;基于Graph Cut的快速紋理合成算法[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2008年05期

10 徐曉剛,于金輝,馬利莊;多種子快速紋理合成[J];中國(guó)圖象圖形學(xué)報(bào);2002年10期

,

本文編號(hào):2291646

資料下載
論文發(fā)表

本文鏈接:http://www.sikaile.net/kejilunwen/ruanjiangongchenglunwen/2291646.html


Copyright(c)文論論文網(wǎng)All Rights Reserved | 網(wǎng)站地圖 |

版權(quán)申明:資料由用戶(hù)9e537***提供,本站僅收錄摘要或目錄,作者需要?jiǎng)h除請(qǐng)E-mail郵箱bigeng88@qq.com