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GPU-based optimization of a free-viewpoint video system

GPU-based optimization of a free-viewpoint video system
GPU-based optimization of a free-viewpoint video system
We present a method for optimizing the reconstruction and rendering of 3D objects from multiple images by utilizing the latest features of consumer-level graphics hardware based on shader model 4.0. We accelerate visual hull reconstruction by rewriting a shape-from-silhouette algorithm to execute on the GPU's parallel architecture. Rendering is optimized through the application of geometry shaders to generate billboarding microfacets textured with captured images. We also present a method for handling occlusion in the camera selection process that is optimized for execution on the GPU. Execution time is further improved by rendering intermediate results directly to texture to minimize the number of data transfers between graphics and main memory. We show our GPU based system to be significantly more efficient than a purely CPU-based approach, due to the parallel nature of the GPU, while maintaining graphical quality.
1577-5097
120-133
Orman, Neal
81ea32fa-7491-4df9-a836-68b4bbdda8a0
Kim, Hansung
2c7c135c-f00b-4409-acb2-85b3a9e8225f
Sakamoto, R.
6cdb329c-4cb0-42d6-b4b0-68b448304398
Toriyama, T.
060a3980-f003-4b15-b0fb-7e9e99acc471
Kogure, K.
9862d198-bf93-48a3-a954-dd8bce232b8b
Lindeman, Robert
2a8588b6-c87f-4ef3-8267-8945f19c0549
Orman, Neal
81ea32fa-7491-4df9-a836-68b4bbdda8a0
Kim, Hansung
2c7c135c-f00b-4409-acb2-85b3a9e8225f
Sakamoto, R.
6cdb329c-4cb0-42d6-b4b0-68b448304398
Toriyama, T.
060a3980-f003-4b15-b0fb-7e9e99acc471
Kogure, K.
9862d198-bf93-48a3-a954-dd8bce232b8b
Lindeman, Robert
2a8588b6-c87f-4ef3-8267-8945f19c0549

Orman, Neal, Kim, Hansung, Sakamoto, R., Toriyama, T., Kogure, K. and Lindeman, Robert (2008) GPU-based optimization of a free-viewpoint video system. Electronic Letters on Computer Vision and Image Analysis, 7 (2), 120-133. (doi:10.1145/1342250.1357027).

Record type: Article

Abstract

We present a method for optimizing the reconstruction and rendering of 3D objects from multiple images by utilizing the latest features of consumer-level graphics hardware based on shader model 4.0. We accelerate visual hull reconstruction by rewriting a shape-from-silhouette algorithm to execute on the GPU's parallel architecture. Rendering is optimized through the application of geometry shaders to generate billboarding microfacets textured with captured images. We also present a method for handling occlusion in the camera selection process that is optimized for execution on the GPU. Execution time is further improved by rendering intermediate results directly to texture to minimize the number of data transfers between graphics and main memory. We show our GPU based system to be significantly more efficient than a purely CPU-based approach, due to the parallel nature of the GPU, while maintaining graphical quality.

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Published date: 2008

Identifiers

Local EPrints ID: 444956
URI: http://eprints.soton.ac.uk/id/eprint/444956
ISSN: 1577-5097
PURE UUID: 35f0ca59-0735-42f1-a73d-a5fc5ccae49b
ORCID for Hansung Kim: ORCID iD orcid.org/0000-0003-4907-0491

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Date deposited: 12 Nov 2020 17:33
Last modified: 17 Mar 2024 04:01

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Contributors

Author: Neal Orman
Author: Hansung Kim ORCID iD
Author: R. Sakamoto
Author: T. Toriyama
Author: K. Kogure
Author: Robert Lindeman

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