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JOURNAL OF ZHEJIANG UNIVERSITY (ENGINEERING SCIENCE)
    
Fast calibration algorithm for semi-immersive environment using improved vertex springs model
YANG Ting-jun1, ZHU Bo2, LIU Yu2
1. College of Computer Science and Technology, Zhejiang University, Hangzhou 310027, China; 2. School of Aeronautics and Astronautics, Zhejiang University, Hangzhou 310027, China
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Abstract  

A fast adaptive calibration algorithm based on optimized vertex springs model was proposed in order to achieve adaptive projection in semi-immersive visualization environment. The quadratic projection surface mesh of the visualization environment was obtained by using optimized vertex springs model. The Tessellation technology in OpenGL 4.0+ was used to adaptively subdivide the mesh. The tessellated mesh was applied to the images to be projected with graphics processing unit (GPU)-based calibration and high-quality texture mapping algorithm. Experimental results show that compared with existing non-uniform quadratic surface correction methods, the proposed algorithm fully considered the local shape information of non-uniform spherical screen. The high-precision grid was adaptively generated by using optimized vertex springs model, and image rendering both in accuracy and speed was significantly improved with GPU acceleration.



Published: 01 April 2015
CLC:  TP 391  
Cite this article:

YANG Ting-jun, ZHU Bo, LIU Yu. Fast calibration algorithm for semi-immersive environment using improved vertex springs model. JOURNAL OF ZHEJIANG UNIVERSITY (ENGINEERING SCIENCE), 2015, 49(4): 676-682.

URL:

http://www.zjujournals.com/eng/10.3785/j.issn.1008-973X.2015.04.010     OR     http://www.zjujournals.com/eng/Y2015/V49/I4/676


基于优化顶点弹簧模型的半沉浸环境标定算法

为了实现投影设备在半沉浸式投影环境的自适应投影显示,提出基于优化顶点弹簧模型的自适应快速标定算法.该算法基于优化的顶点弹簧模型对二次曲面投影可视化环境进行三维网格获取,使用基于OpenGL的Tessellation曲面细分算法对网格进行网格细分计算,对预投影图像进行基于图形处理器(GPU)加速的校正计算和高质量纹理渲染,实现半沉浸式球幕投影可视化环境的快速自适应标定计算.算法验证和实验结果表明,与现有的非均匀二次曲面校正方法相比,提出的算法全面考虑了非均匀球面的局部形状信息,使用优化的顶点弹簧模型算法自适应生成高精度网格,应用GPU加速方法实现了算法加速,在图像渲染精度和速度两方面得到了显著提升.

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