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Part of the book series: Communications in Computer and Information Science ((CCIS,volume 331))

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Abstract

In binocular real-time stereo system based on depth, how to accurately and quickly fill big holes generated by DIBR is a key problem. This paper presents a real-time rendering algorithm based on GPU. Hole mask image is rendered in order to get the corresponding texture information for big holes at the sending, which can be used to fill the big holes at the receiving. Small holes are filled by linear interpolation algorithm. The experiments show that the proposed method achieves better hole filling effect. In order to meet the real-time requirement, GPU acceleration is applied in this paper. Firstly, per-pixels are projected to 3D space using CUDA, Secondly, these pixels are inversely projected to 2D plane using Open GL. Running on NVIDIA Quadro 600 GPU, with the resolution of 1024 × 768 and 1920 × 1080, the proposed method reaches about 45fps and 28fps respectively, meanwhile achieves real-time and better quality.

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© 2012 Springer-Verlag Berlin Heidelberg

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Zheng, Z., An, P., Zhao, B., Zhang, Z. (2012). Real-Time Rendering Based on GPU for Binocular Stereo System. In: Zhang, W., Yang, X., Xu, Z., An, P., Liu, Q., Lu, Y. (eds) Advances on Digital Television and Wireless Multimedia Communications. Communications in Computer and Information Science, vol 331. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34595-1_67

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  • DOI: https://doi.org/10.1007/978-3-642-34595-1_67

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-34594-4

  • Online ISBN: 978-3-642-34595-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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