面向資源受限終端全景紋理數(shù)據(jù)壓縮算法的研究
本文選題:資源受限終端 + 全景圖; 參考:《太原理工大學(xué)》2017年碩士論文
【摘要】:三維場景可視化技術(shù)在數(shù)字地球、數(shù)字旅游和3D GIS等領(lǐng)域應(yīng)用廣泛,其中紋理圖像的再現(xiàn)效果直接影響用戶體驗(yàn),是體現(xiàn)三維場景真實(shí)性的關(guān)鍵因素。三維場景中景物的立面、天空、大地等都需要用紋理圖像來增加場景的逼真度。對于手機(jī)、平板這類分辨率低、內(nèi)存量小、流量和電量等資源受限的移動終端,三維場景可視化中紋理圖像的渲染一般需要大量的紋理圖像數(shù)據(jù),大量數(shù)據(jù)的傳輸會消耗巨大的網(wǎng)絡(luò)流量和電量,阻礙著三維場景可視化技術(shù)在移動終端上的應(yīng)用和發(fā)展。以降低數(shù)據(jù)量為主的紋理圖像渲染方法中,Mip-Map和逆過程式語法紋理構(gòu)建兩種方法脫穎而出。Mip-Map,當(dāng)觀察者視點(diǎn)與景物之間的距離改變時,景物立面紋理圖像會發(fā)生低分辨率與高分辨率相互切換的過程,同一景物立面的不同分辨率紋理圖像多次傳輸與加載,這個過程會增加從服務(wù)器端到資源受限終端的紋理圖像的數(shù)據(jù)量。使用Mip-Map需要有視點(diǎn)到景物的深度信息,只適用于基于圖形學(xué)的建模方式。逆過程式語法紋理構(gòu)建方法在渲染時,由于用戶需要通過逆過程式建模將單元紋理重構(gòu)還原真實(shí)紋理,所以會增加渲染終端的計算量;诖,本文在對比傳統(tǒng)三維場景建模方法的基礎(chǔ)上,采用三維幾何模型數(shù)據(jù)較少的全景建模方法,對數(shù)據(jù)占有量最大的紋理圖像進(jìn)行壓縮。提出一種面向資源受限終端基于信息熵的全景紋理圖像數(shù)據(jù)壓縮算法,實(shí)現(xiàn)多級紋理細(xì)節(jié)的立方體全景紋理圖像的渲染:根據(jù)人眼視覺對信息的選擇特點(diǎn),對場景中關(guān)注度高的區(qū)域,使用高分辨率紋理圖像渲染,對場景關(guān)注度低的區(qū)域,使用低分辨率紋理圖像渲染,以達(dá)到減少所需的紋理圖像數(shù)據(jù)和降低移動終端資源消耗的目的。使用圖像信息熵表示場景各區(qū)域的復(fù)雜度,按照信息熵的大小對場景各區(qū)域分級,不同級別的區(qū)域采用不同級別的紋理圖像分辨率進(jìn)行渲染,使之達(dá)到全景圖像的同層次多級細(xì)節(jié)(LOD-in-IBR)。對于圖像縮放算法所產(chǎn)生的塊效應(yīng),本文采用雙三次迭代插值算法進(jìn)行修正。實(shí)驗(yàn)從壓縮率、實(shí)時性、均方誤差(MSE)和峰值信噪比(PSNR)和特征相似度(FSIMc)衡量圖像質(zhì)量以評價紋理圖像壓縮質(zhì)量,證明本文提出的方法在壓縮紋理圖像數(shù)據(jù)30%的情況下,所生成的全景圖像的視覺質(zhì)量仍然不低于原有全景圖像的視覺質(zhì)量。
[Abstract]:3D scene visualization technology is widely used in the fields of digital earth, digital tourism and 3D GIS, in which the reappearance effect of texture image directly affects the user experience and is the key factor to reflect the reality of the 3D scene. The scene, sky and earth in the three-dimensional scene need to be used to increase the fidelity of the scene. As a mobile terminal, such as low resolution, small memory, and limited resources, such as low memory, flow and electricity, the rendering of texture images in 3D scene visualization usually requires a large number of texture image data. The transmission of large amounts of data will consume huge network traffic and electricity, which hinders the application of 3D scene visualization technology on mobile terminals. And development. In the texture image rendering method based on data reduction, the Mip-Map and the reverse program syntax texture build two methods to stand out.Mip-Map. When the distance between the view point and the scene of the observer is changed, the scene texture image of the scene will switch between the low resolution and the high resolution rate, and the same scene is different from the same scene. Resolution texture images are transmitted and loaded multiple times. This process increases the amount of texture images from the server to the resource constrained terminal. The use of Mip-Map needs to have the depth of view to the scene, only for graphics based modeling. The inverse process syntax texture construction method is required by the user to pass through the rendering. In this paper, based on the comparison of the traditional 3D scene modeling method, this paper uses a panoramic modeling method with less data of 3D geometry model to compress the most large data possession of the texture image. The source limited terminal based on the information entropy based panoramic texture image data compression algorithm to achieve the multi-stage texture details of the cube panoramic texture image rendering: according to the human vision of the information selection characteristics, the area of high attention to the scene, using high resolution texture image rendering, low area of attention to the scene, the use of low resolution Texture image rendering, in order to reduce the desired texture image data and reduce the consumption of mobile terminal resources. Using image information entropy to represent the complexity of the various regions of the scene, according to the size of information entropy, each area of the scene is graded, and different levels of the texture image resolution is used to make it complete. The same hierarchical detail (LOD-in-IBR) in the image. For the block effect produced by the image scaling algorithm, this paper uses the double three iteration interpolation algorithm to modify the image. The experiment is proved from compression rate, real-time, mean square error (MSE) and peak signal to noise ratio (PSNR) and feature similarity (FSIMc) to evaluate the quality of image compression. In the case of compressed texture image data 30%, the visual quality of the generated panoramic image is still not less than the visual quality of the original panoramic image.
【學(xué)位授予單位】:太原理工大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2017
【分類號】:TP391.41
【參考文獻(xiàn)】
相關(guān)期刊論文 前7條
1 褚江;陳強(qiáng);楊曦晨;;全參考圖像質(zhì)量評價綜述[J];計算機(jī)應(yīng)用研究;2014年01期
2 趙君嶠;;復(fù)雜三維建筑物模型的多細(xì)節(jié)層次自動簡化方法[J];測繪學(xué)報;2013年01期
3 高振宇;楊曉梅;龔劍明;金海;;圖像復(fù)雜度描述方法研究[J];中國圖象圖形學(xué)報;2010年01期
4 劉波;王章野;王麗英;華煒;彭群生;;大規(guī)模城市場景的高效建模及其實(shí)時繪制[J];計算機(jī)輔助設(shè)計與圖形學(xué)學(xué)報;2008年09期
5 杜瑩;武玉國;游雄;;全球虛擬地形環(huán)境中Mipmap紋理技術(shù)研究[J];測繪科學(xué)技術(shù)學(xué)報;2006年05期
6 周昆,潘志庚,石教英;基于混合多細(xì)節(jié)層次技術(shù)的實(shí)時繪制算法[J];軟件學(xué)報;2001年01期
7 潘志庚,馬小虎,,石教英;虛擬環(huán)境中多細(xì)節(jié)層次模型自動生成算法[J];軟件學(xué)報;1996年09期
相關(guān)博士學(xué)位論文 前1條
1 周圣川;大規(guī)模城市場景圖形圖像混合建模與視覺無損渲染技術(shù)[D];中國海洋大學(xué);2014年
相關(guān)碩士學(xué)位論文 前3條
1 田其沖;基于邊緣的快速圖像插值算法研究[D];華中科技大學(xué);2013年
2 姜學(xué)娟;基于虛擬現(xiàn)實(shí)技術(shù)的漫游系統(tǒng)研究[D];長春理工大學(xué);2008年
3 周楊;數(shù)字城市三維可視化技術(shù)及應(yīng)用[D];中國人民解放軍信息工程大學(xué);2002年
本文編號:1817055
本文鏈接:http://sikaile.net/kejilunwen/ruanjiangongchenglunwen/1817055.html