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基于GPU加速的幾何紋理合成算法研究

發(fā)布時間:2018-10-24 14:18
【摘要】:在計算機虛擬現(xiàn)實中通常采用紋理數(shù)據(jù)模擬模型和場景的表面細節(jié),使得模型或者場景的真實感大幅提升。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;同時,由于二維紋理不支持遮擋、陰影、輪廓等重要的效果,二維紋理無法滿足虛擬現(xiàn)實對表現(xiàn)形式越來越精細化的要求;幾何紋理具有更豐富、細致的表現(xiàn)能力,在虛擬現(xiàn)實技術(shù)中得到了大量應(yīng)用,大大提高了模型和場景的真實感,F(xiàn)有的幾何紋理合成方法普遍存在計算量大、存儲占用高并且需要大量的人工交互等問題,因此如何快速高效高質(zhì)量的合成幾何紋理成為計算機圖形學(xué)的研究熱點。首先,對紋理合成的研究背景、意義、及國內(nèi)外研究現(xiàn)狀做了分析,并且對二維紋理合成和幾何紋理合成的一些經(jīng)典算法進行詳細的介紹和分析總結(jié)其優(yōu)缺點。然后,對馬爾科夫模型、像素點鄰域、紋理塊鄰域以及鄰域匹配原則等紋理合成基本理論進行了詳細的闡述,結(jié)合現(xiàn)有的經(jīng)典方法對二維紋理合成和幾何紋理的一般步驟和方法進行詳細的描述,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,對紋理合成加速技術(shù)從軟件和硬件層面進行了分別介紹,根據(jù)鄰域搜索存在的瓶頸問題,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程中的高計算量、高存儲占用和高耗時等問題。通過采用GPU多線程并發(fā)技術(shù)設(shè)計并行加速算法,將串行的幾何理紋理合成過程并行化,加速幾何紋理合成。實驗結(jié)果表明,本文算法不僅存儲占用更小,而且能夠在保證合成質(zhì)量的同時,極大的降低幾何紋理合成耗時。
[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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