基于GPU加速的幾何紋理合成算法研究
[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】:長沙理工大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2016
【分類號】:TP391.41;TP391.9
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