Real-Time Rendering Based on GPU for Binocular Stereo System

作者: Zhuan Zheng , Ping An , Bing Zhao , Zhaoyang Zhang

DOI: 10.1007/978-3-642-34595-1_67

关键词:

摘要: In binocular real-time stereo system based on depth, how to accurately and quickly fill big holes generated by DIBR is a key problem. This paper presents rendering algorithm GPU. Hole mask image rendered in order get the corresponding texture information for at sending, which can be used receiving. Small are filled linear interpolation algorithm. The experiments show that proposed method achieves better hole filling effect. meet requirement, GPU acceleration applied this paper. Firstly, per-pixels projected 3D space using CUDA, Secondly, these pixels inversely 2D plane Open GL. Running NVIDIA Quadro 600 GPU, with resolution of 1024 × 768 1920 1080, reaches about 45fps 28fps respectively, meanwhile quality.

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