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研究生:王暐智
研究生(外文):Wei-Jhih Wang
論文名稱:使用基於圖形處理單元之張量近似法進行多光譜雙向紋理函數之壓縮與描繪
論文名稱(外文):Compression and Rendering of Multi-Spectral Bidirectional Texture Functions Using GPU-Based Tensor Approximation
指導教授:蔡侑庭蔡侑庭引用關係
指導教授(外文):Yu-Ting Tsai
口試委員:張勤振紀明德
口試委員(外文):Chin-Chen ChangMing-Te Chi
口試日期:106-7-28
學位類別:碩士
校院名稱:元智大學
系所名稱:資訊工程學系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2017
畢業學年度:105
語文別:英文
論文頁數:21
中文關鍵詞:多光譜雙向紋理函數圖形處理單元基於影像之繪圖多光譜繪圖張量近似法
外文關鍵詞:Multi-Spectral Bidirectional Texture FunctionsGraphics Processing UnitsImage-Based RenderingSpectral RenderingTensor Approximation
相關次數:
  • 被引用被引用:0
  • 點閱點閱:163
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  • 收藏至我的研究室書目清單書目收藏:0
多光譜雙向紋理函數(Multi-Spectral Bidirectional Texture Functions)是用來描述複雜物體外觀的一種方法,同時也能在不同的光照環境之下重現正確的顏色,但是資料量龐大的多光譜雙向紋理函數如果未經壓縮將難以有效地運用於描繪三維場景。本篇論文將基於圖形處理單元之張量近似法(GPU-Based Tensor Approximation, GPU-Based TA)用於壓縮多光譜雙向紋理函數,並且提供在壓縮以及描繪程序上的實作細節。其中包含透過啟發式方法來決定多光譜雙向紋理函數的壓縮參數,以及為描繪多光譜雙向紋理函數所設計的即時繪圖演算法,用來增進壓縮與描繪的效能以及品質。除此之外,我們也透過實驗來證明GPU-Based TA對於多光譜雙向紋理函數而言是一個高效率的壓縮方法,同時也透過不同的程式設定來調教該方法在壓縮多光譜雙向紋理函數時的執行效能。
Multi-Spectral Bidirectional Texture Functions (MSBTFs) are designed for the accurate color reproduction of complex materials in virtual scenes with arbitrary illumination. However, rendering MSBTFs at interactive rates is challenging since the amount of datasets is huge. This thesis applies a GPU-based tensor approximation framework for compressing MSBTFs and discusses some practical details about compressing and rendering MSBTFs. We also present a heuristic method that decides suitable compression parameters for better offline performance and a novel technique for efficient rendering at runtime. Finally, we analyze the offline performance of the GPU-based framework with thorough experiments to prove its efficiency and find out appropriate configurations for compressing MSBTFs.
1. Introduction 1
2. Related Work 2
2.1 BTF Compression 2
2.2 Tensor Approximation 4
2.3 Spectral Rendering 5
3. Background 6
3.1 Notation 6
3.2 Tucker Decomposition 6
3.3 GPU-Based TA 7
4. Compression and Rendering of MSBTFs 8
4.1 Compressing MSBTFs 8
4.1.1 Determining Reduced Ranks 8
4.2 Rendering MSBTFs 10
5. Results 11
5.1 Cache-Aware Scheduling 13
5.2 Configurations of GPU-Based TA 13
6. Conclusions 15
References 18
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