EXPLORATIONS FOR REAL-TIME POINT CLOUD RENDERING OF NATURAL SCENES IN VIRTUAL REALITY

被引:0
|
作者
Bonatto, Daniele [1 ]
Rogge, Segolene [1 ]
Schenkel, Arnaud [1 ]
Ercek, Rudy [1 ]
Lafruit, Gauthier [1 ]
机构
[1] Univ Libre Bruxelles, Labs Image Signal Proc & Acoust, CP165-57 50,Av F Roosevelt, B-1050 Brussels, Belgium
关键词
Splatting; GPU rendering; Head Mounted Display; Stereo-Vision; Level-of-Detail; Frustum Culling;
D O I
暂无
中图分类号
TB8 [摄影技术];
学科分类号
0804 ;
摘要
This work is a proof of concept, where we explore the possibility of rendering natural scenes in a head mounted display device without meshing. Real-time, stereoscopic full-HD rendering is obtained for a 14 million points scene, using a low end graphics card for virtual reality (Nvidia GeForce GTX 970), within an Oculus Rift DK2. High quality is achieved by using splatting, while real-time rendering is made possible by the means of a good data structure and a complexity reduction of the scene with techniques such as Optimized Sub-Sampling, Level of Detail and Frustum Culling. Altogether, those techniques lead to a good virtual reality immersion. Choices and limitations of the proposed techniques are discussed.
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页数:7
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