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A master's thesis from Aalborg University
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Light Field Rendering: User Evaluation of Light Field Rendering for Head Mounted Displays using Pixel Reprojection

Authors

;

Term

4. term

Education

Publication year

2016

Submitted on

Pages

31

Abstract

Optimering af rendering er centralt i light field-rendering: Målet er at levere flydende, høj billedkvalitet med mindst mulig beregningskraft. Arbejdet handler om samspillet mellem computerens processor (CPU) og grafikkort (GPU) og kræver forståelse for den optik og de ligninger, der beskriver et light field (en måde at modellere, hvordan lys bevæger sig i mange retninger for at skabe realistiske 3D-visninger). Vi vurderer light field-rendering på et hovedmonteret display (VR-headset) ved at sammenligne billeder lavet med højpræcise, beregningstunge metoder med billeder fra en forbedret, hurtigere algoritme, for at teste om brugere kan opfatte en forskel. Vores implementering reducerer beregningsarbejdet ved kun at gengive de fire hjørnekameraer for hvert delbillede og generere de øvrige visninger ved at interpolere dem med pixelreprojektion i spilmotoren Unity 3D.

Optimizing rendering is a key step in light field rendering: the goal is to deliver smooth, high-quality images while using as little computing power as possible. This work focuses on how the computer’s processor (CPU) and graphics card (GPU) share the workload and on the optics and equations behind the light field (a way to model how light travels in many directions to create realistic 3D views). We evaluate light field rendering on a head-mounted display (VR headset) by comparing images produced with high-precision, computationally expensive methods to images from an improved, faster algorithm, to test whether users can perceive a difference. Our implementation reduces computation by rendering only the four corner cameras for each subimage and generating the remaining views by interpolating them using pixel reprojection in the Unity 3D game engine.

[This abstract was generated with the help of AI]