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Research And Implementation Of Post-processing Effects Of 3D Scene Based On Mobile Platform

Posted on:2016-06-13Degree:MasterType:Thesis
Country:ChinaCandidate:F L HuFull Text:PDF
GTID:2308330473955209Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
On the one hand, the mobile platform has suddenly become a new force, and quickly occupied the market. On the other hand, all directions of Computer Graphics are booming, especially photo-realistic rendering of the scene, which is always in the forefront. The application prospect and the research of integration between the both have not only been recognized by the industry, but also aroused the concern among academics. However, many current algorithms and techniques are constrained by the performance of the mobile platform and cannot guarantee the achievement of real-time and photorealistic at the same time. Adding various effects through post-processing, as an effective means to improve the user’s immersion, plays an increasingly important role in the field of real-time rendering. Depth of field and motion blur, as the most representative of the two kinds of special effects, remain mostly basic research issues and challenges.This thesis focuses on the study of post-processing effects based on the mobile platform. The main content and innovations are summarized as follows:① When we simulate the effect of depth of field, the traditional fuzzy algorithms are time-consuming. In this paper, a smoothing algorithm based on summed-area table is adopted. What is more, the table is completed using graphics hardware(GPU). In this way, the time-consumed of fuzzy processing is independent with blur degree, and the overall performance of the algorithm is signicantly improved.② When simulating the effect of depth of field, we are faced with some problems such as the aggregation of fuzzy factor, the discretization of effect. To solve the issues, the depth values are processed for a second time, and a improved algorithm based on Perona-Malik model is proposed, which is used to deal with boundary and fault. As a result, the pictures rendered out by applying these methods are more realistic.③ For the simulation of motion blur, the low frame rate or fatal jitter of frame rate often causes a lot of problems, such as effects deviate from the truth, ghosting. To that end, we introduce a concept: Color Weight, and derive a formula associated with real-time frame rate, which is used to calculate the attenuation factor. This adaptive algorithm can get the smooth rendering effects in harsh environments.To put the above improved algorithms into practice, we implement two subsystems, one about depth of field, one about motion blur. Moreover, they are perfectly integrated into Zi Time Studio, one rapid generation platform of 3D scene based on mobile platform, which is developed by Digital Media Department of the University of Electronic Science and Technology of China. In addition to providing code-style interface, we have developed some visualizing editing tools. Empirical evidence showed that: the improved algorithms are suitable for the mobile platform, and can effectively display the real scene. In the other words, these algorithms find a balance in authenticity and real-time!...
Keywords/Search Tags:Depth of Field, Motion Blur, Post-Processing Effects, Mobile Platform, Photo-realistic Rendering
PDF Full Text Request
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