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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 簡韶逸(Shao-Yi Chien) | |
dc.contributor.author | Chieh-Li Chen | en |
dc.contributor.author | 陳潔立 | zh_TW |
dc.date.accessioned | 2021-06-15T06:12:31Z | - |
dc.date.available | 2013-08-16 | |
dc.date.copyright | 2010-08-16 | |
dc.date.issued | 2010 | |
dc.date.submitted | 2010-08-11 | |
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Cohen, “The lumigraph,” in SIGGRAPH ’96: Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. 1996, pp. 43–54, ACM. [13] LeonardMcMillan, Jr., An image-based approach to three-dimensional computer graphics, Ph.D. thesis, 1997. [14] Andre Redert, Marc Op de Beeck, Christoph Fehn, Wijnand IJsselsteijn, Marc Pollefeys, Luc Van Gool, Eyal Ofek, Ian Sexton, and Philip Surman, “Attest: Advanced three-dimensional television system technologies,” 3D Data Processing Visualization and Transmission, International Symposium on, vol. 0, pp. 313, 2002. [15] Christoph Fehn, Klaus Hopf, and Birgit Quante, “Key technologies for an advanced 3d-tv system,” in Proceedings of SPIE Three-Dimensional TV, Video and Display III, Oct. 2004, pp. 66–80. [16] Nintendo. Wii sports, http://www.nintendo.com/games/, 2006. [17] 2KSPORTS. Top spin3, http://www.topspin3thegame.com/, 2008. [18] http://www.cambridgeincolour.com/tutorials/image-projections.htm. 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Wanhammar, DSP Integrated Circuits, Academic Process, 1999. [30] K. K. Parhiand and T. Nishitani Ed., Digital Signal Processing for Multimedia Systems, Marcel Dekker, 1999. [31] Lance Williams, “Pyramidal parametrics,” SIGGRAPH Comput. Graph., vol. 17, no. 3, pp. 1–11, 1983. [32] Ruigang Yang, Greg Welch, and Gary Bishop, “Real-time consensus based scene reconstruction using commodity graphics hardware,” Computer Graphics and Applications, Pacific Conference on, vol. 0, pp. 225, 2002. [33] Quadro2 Pro, http://www.nvidia.com/page/quadro2pro.html. [34] GeForce3, http://www.nvidia.com/page/geforce3.html. [35] nVidia NV15 Quadro2 Pro, http://www.gpureview.com/nvidia-nv15-chip-22.html. [36] nVidia NV20 GeForce3, http://www.gpureview.com/nvidia-nv20-chip-26.html. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/47684 | - |
dc.description.abstract | 現今的多媒體播放器以提供使用者高畫質的視覺享受為主要的訴求。舉凡電
視與電腦螢幕,在畫面大小不斷提昇的過程中,播放的影片與圖片畫質也愈來愈 高;2008年的台灣平面顯示器展CMO奇美推出了56吋的高解析度面板,支援 Quad FHD 3840x2160的高解析度,運用於高階用途醫療及3D設計;而在手持式裝置上,手機或是隨身聽等等,也都以高解析度的畫面為主要的發展方向。最新 一代推出的iPhone 4更使用了視網膜螢幕(Retina Display),每英吋內有高達326個像素(dpi),遠遠超過人眼視覺所能辨識的極限。然而儘管高解析度的播放畫面發展已經到了一個極限,現今的播放方式仍然隱藏著些許的限制:播放系統只能播放他們所接收到的資料,電視只能播放從電視台收到的節目,手機只能播放事先 存起來的影片或網路上傳過來的畫面,這樣的播放方式限制了使用者的觀賞角度與觀賞方式,使用者不能隨意地移動視角或是選擇特寫,只能被動的接受看到的東西。因此我們認為現今的播放系統在高畫質的畫面之外應該要提供更客製化的觀賞內容,讓使用者在觀賞的過程中可以更改觀賞的角度、與多媒體內容做互動、以及提供更多元的視覺感受與娛樂性給使用者,讓使用者不只是單方面的接收畫面資訊。 為達成這個目標,我們設計了一個即時的互動式系統,可鑲嵌在現今的播放系統中,來達成使用者與多媒體內容互動的目標。所設計的互動式系統的核心為影像生成引擎(Image-Based Rendering Engine)。影像生成引擎利用硬體加速來彌補現今嵌入式系統在運算上速度不夠快的缺失,達成與使用者的即時互動,以提供 更客製化的視覺感受給使用者。我們所提出的影像生成引擎可同時支援多種影像生成演算法,如二維全景圖(2D panorama)、同心拼圖技術(concentric mosaics)、深度影像繪圖法(depth-image based rendering)、以及我們自己設計的網球即時實境互動系統(Tennis Real Play),讓使用者在看完一場網球後可以與喜愛的網球選手來一場對決,或是體驗一下在溫布頓球場打球的感覺。 為了克服支援多種演算法導致硬體面積太大的問題,影像生成引擎使用了可重組的架構(reconfigurable architecture)與硬體分享技術(hardware sharing technique)來減少硬體面積的使用。而在支援影像生成演算法中最嚴重的頻寬問題則設計了快取機制(cache mechanism)來解決;除此之外,還使用了摺疊技術(folding technique)與先進先出佇列 (FIFO)讓硬體的使用率達到最佳化。 所提出的影像生成引擎實現於TSMC18製程。操作在100 MHz下,每秒鐘可處理30 張畫面以上。可被整合進現今的播放系統中。模擬結果顯示加入了快取機制(cache mechanism),頻寬可有效的節省82.3%,而使用了先進先出佇列(FIFO)可以上運算時間節省27.4%。另外與中央處理器(CPU)和圖形處理器(GPU)的比較結果顯示,提出的影像生成引擎在運算上可以比中央處理器(CPU)快9倍,比圖形處理器(GPU)快2倍以上。 | zh_TW |
dc.description.abstract | Currently, the trend on the development of multimedia display system focuses on providing excellent image quality to users. As the resolution of television grows from standard definition (720×480) to quad full high definition (3840×2160), the latest iPhone 4 also provides Retina display, which has 326 dpi, already exceeds the threshold from which human eyes can tell the difference. However, the
viewing experience is restricted to high visual quality because of some limitation of current display system. Current display systems only play the data they stored without any modification. It restrains the viewing experience of users that they can only watch multimedia contents without any interaction with them or adding their opinions into multimedia contents. Thus, we think a customized display system should be developed. The customized display system should have the ability to respond to users’ requirements and interact with users. To achieve this goal, we design an real-time interactive system, called image-based rendering engine, which introduces hardware acceleration to achieve real-time requirement and can be integrated into current display system, to bring more entertainment and to provide more interaction and more customized view experience to users. The proposed image-based rendering engine can support several existent image-based rendering algorithms, such as 2D panorama, concentric mosaics and depth-image based rendering. The image-based rendering engine can also support a new interactive system, called Tennis Real Play, letting users to interact with the broadcast tennis video contents and play a game after they watch the Grand Slam tournaments. In order to overcome the typical hardware design challenge in accelerating rendering algorithms, such as high throughput requirement, high bandwidth requirement, programmability and low cost, we employ reconfigurable architecture and hardware sharing techniques. Besides that, we also introduce folding technique, cache mechanism and FIFO to optimize our hardware architecture. The proposed image-based rendering engine is implementedwith TSMC 0.18μm process technology. The area of the image-based rendering engine is around 89662 gate counts with 499712 gate counts of memory. With the employ of cache mechanism, the corresponding bandwidth has reduced 82.3%. With the introduce of folding technique, the area has reduced 33.8%. And with FIFO, the total processing cycle decreases 27.4%. The proposed rendering engine can respond to users’ instruction and has rendering speed 9 times faster than CPU and 2 times faster than GPU. | en |
dc.description.provenance | Made available in DSpace on 2021-06-15T06:12:31Z (GMT). No. of bitstreams: 1 ntu-99-R97943009-1.pdf: 1444726 bytes, checksum: f192d6e1133661aaa30aa83598b9d23b (MD5) Previous issue date: 2010 | en |
dc.description.tableofcontents | Abstract vi
1 Introduction and Motivation 1 1.1 Trends and Limitations of Current Multimedia Display System . . 1 1.2 Motivation . . 3 1.3 Design Target . . 4 1.4 Thesis Organization . . 5 2 Related Application 6 2.1 2D Panorama . . 8 2.2 Concentric Mosaics . . 9 2.3 Depth-Image Based Rendering . . 9 2.4 Tennis Real Play . . 11 3 Supported Algorithm 13 3.1 2D Panorama . . 13 3.2 Concentric Mosaics . . 17 3.3 Depth-Image Based Rendering . . 19 3.4 Tennis Real Play . . 21 3.5 Design Challenges . . 23 4 Hardware Architecture Analysis 25 4.1 Architecture Overview . . 25 4.1.1 Design Target . . 25 4.1.2 Design Challenge . . 26 4.2 Bandwidth Analysis . . 27 4.3 Compression Technique . . 30 4.4 Caching Algorithm . . 37 5 Proposed Hardware Architecture 40 5.1 Architecture Overview . . 40 5.2 Proposed Hardware Architecture . . 42 5.2.1 Warping Engine . . 42 5.2.2 First-In First-Out Architecture . . 47 5.2.3 Prefetch Engine . . 48 5.2.4 Decoder Architecture . . 50 5.2.5 Pixel Engine . . 51 5.2.6 Look-Up Table . . 54 6 Experimental Results and Comparison 56 6.1 Bandwidth Analysis with Cache Mechanism . . 56 6.2 Hardware Implementation Results and Comparison . . 57 6.2.1 Specification of IBR Engine . . 57 6.2.2 Folding Architecture in Warping Engine . . 58 6.2.3 FIFO Architecture . . 58 6.2.4 Comparison . . 59 7 Conclusion 62 | |
dc.language.iso | en | |
dc.title | 基於圖像之影像生成引擎硬體架構設計與實現 | zh_TW |
dc.title | Hardware Architecture Design and Implementation of Image-Based Rendering Engine | en |
dc.type | Thesis | |
dc.date.schoolyear | 98-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 郭致宏(Chih-Hung Kuo),賴文能(Wen-Nung Lie),陳祝嵩(Chu-Song Chen),賴永康(Yeong-Kang Lai) | |
dc.subject.keyword | 影像生成,硬體架構,即時互動系統, | zh_TW |
dc.subject.keyword | Image-based rendering,Hardware architecture,Real-time interactive system, | en |
dc.relation.page | 66 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2010-08-13 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 電子工程學研究所 | zh_TW |
顯示於系所單位: | 電子工程學研究所 |
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