Title Page
Abstract
Contents
Chapter 1. Introduction 14
Chapter 2. Related Works 19
2.1. Light Field Theory 20
2.2. Free Viewpoint System using Light Field 24
2.3. Data Preparation for Light Field Rendering 28
Chapter 3. System Overview 29
3.1. View Synthesis 30
3.2. System Structure and Data Flow 33
Chapter 4. Proposed Schemes 37
4.1. Slice: Data Transmission Unit 38
4.2. Pipelined Prefetching for Rendering 43
4.3. Progressive Background Updates of Storage to Host Memory 45
Chapter 5. Experimental Results 50
5.1. Comparison of Prefetching Performance 52
5.2. Comparison of Data Loading Performance 59
5.2.1. Progressive Background Update 59
5.2.2. Uncompressed Data Loading 62
5.3. Performance Evaluation of the Proposed System 65
Chapter 6. Conclusion 67
Bibliography 69
Table 1. Hardware Setup Environments 51
Table 2. Virtual Space Setup Environments 51
Table 3. Quantitative Evaluation for Visual Quality 62
Table 4. 9000x2048 Synthesized view from 4096x2048 LFU window 65
Table 5. 9000x4320 Synthesized view from 7680x4320 LFU window 65
Figure 1. Two plane representations of 4D LF. 21
Figure 2. Light ray selection for view rendering (a) in 4D LF (b) in 3D LF. 23
Figure 3. Google's Light field system uses (a) an arc-shaped camera gantry (b) to acquire the spherical LF. 26
Figure 4. (a) Light Field Unit structure acquired from 360˚ camera with a dolly. The LFU structure can be easily connected in (b) regular terrain, as well as (c)... 27
Figure 5. View synthesis in LFU consisting of four 3D LFs: (a) pixel selection from images constituting the front LF when an arbitrary viewpoint (xv,zv)...[이미지참조] 32
Figure 6. 3D LF data divided into slices. 33
Figure 7. Data path of an LF rendering system consisting of storage, host memory and device memory. 34
Figure 8. Slice management structure based on a hash map. 35
Figure 9. Data reuse ratio that varies according to the slice width. 39
Figure 10. The pixel amount provided from the image according to the view-point. 41
Figure 11. Processing pipeline to synthesize 9000x4320 resolution 360-degree images from 7680x4320 resolution LF data on a GTX 1050Ti card: (a) se-... 44
Figure 12. Movement of the viewpoint across multiple LFUs using an LFU window: (a) LFU window sliding downward, (b) LFU window sliding diagonally,... 45
Figure 13. LF data are stored in storage in an interlaced format separated by an odd field and an even field for progressive updates. 47
Figure 14. Flowchart of a progressive LF update. 49
Figure 15. Eight viewpoint moving patterns. 53
Figure 16. Data transfer performance of eight moving patterns on an NVIDIA GeForce RTX 3080 graphics card with 10 GB of device memory: (a) reuse ratio,... 57
Figure 17. Data transfer performance of eight moving patterns on an NVIDIA GTX 1050Ti graphics card with 4 GB of device memory: (a) reuse ratio, (b)... 58
Figure 18. Effect of progressive LF updates at the border of LFUs. 60
Figure 19. Subjective quality comparison of synthesis results: (a) synthesized views with interlaced LFs, (b) synthesized views with full LFs. 61
Figure 20. Light field preparation time: (a) first loading of LF data, (b) reloading previously read data. 64