首先推导与归纳了图像三维变换中像素深度场的变换规律’同时提出了基于深度场和极线原则的像素可见性别方法,根据上述理论和方法,提出一种基于深度图像的建模与绘制(image-based modeling and rendering,简称IBMR)技术,称为虚平面映射.该技术可以基于图像空间内任意视点对场景进行绘制.绘制时,先在场景中根据视线建立若干虚拟平面,将源深度图像中的像素转换到虚平面上,然后通过对虚平面上像素的中间变换,将虚平面转换成平面纹理,再利用虚平面的相互拼接,将视点的成像以平面纹理映射的方式完成.新方法还能在深度图像内侧,基于当前视点快速获得该视点的全号图,从而实现视点的实时漫游.新方法视点运动空间大、存储需求小,且可以发挥图形硬件的纹理映射功能,并能表现物体表面的三维凹凸细节和成像视差效果,克服了此前类似算法的局限和不足.
An effective method of depth image based rendering is proposed by apptymg texture mapping onto virtual but pre-defined multiple planes in the scene, called virtual planes. The method allows the viewpoint either static or moving around, including crossing the plane of the source images. By the approach, the relief textures from depth images are mapped onto the virtual planes, and through the pre-warping process, the virtual planes are converted into standard polygonal textures. After the virtual plane mosaics, the resultant image that supports 3D objects and immersive scenes can be generated by polygonal texture mapping. In addition, both hardware and software implementation of the method can increase the power of conventional texture mapping in image based rendering. In particular, the scope of the viewpoint can be extended into the inner space of depth images, and as a result, a novel framework is provided for constructing real-time walkthrough systems as well as for panoramic modeling from an arbitrary viewpoint in the depth image space.