1. 西北工业大学电子信息学院,西安,710129
2. 河海大学信息学部计算机与信息学院,南京,210024
3. 皇家墨尔本理工大学工程学院, VIC,墨尔本,澳大利亚,3001
: 2023-06-02。作者简介: 陈章(1995—),男,博士生
万帅(通信作者),女,教授,博士生导师。基金项目: 国家自然科学基金资助项目(62171353)
网络首发:2024-04-10,
纸质出版:2024
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陈章, 尹宇杰, 冯芸, 等. 点渲染方式对量化点云主观质量的影响及算法优化[J]. 西安交通大学学报, 2024,58(4):32-40.
CHEN Zhang, YIN Yujie, FENG Yun, et al. Impact of Point Rendering Methods on the Subjective Quality of Quantization Point Clouds and Algorithm Optimization[J]. 2024, 58(4): 32-40.
陈章, 尹宇杰, 冯芸, 等. 点渲染方式对量化点云主观质量的影响及算法优化[J]. 西安交通大学学报, 2024,58(4):32-40. DOI: 10.7652/xjtuxb202404003.
CHEN Zhang, YIN Yujie, FENG Yun, et al. Impact of Point Rendering Methods on the Subjective Quality of Quantization Point Clouds and Algorithm Optimization[J]. 2024, 58(4): 32-40. DOI: 10.7652/xjtuxb202404003.
为探究点渲染方式对量化点云主观质量的影响并优化渲染算法
设计了不同基础几何体类型和渲染半径计算方式的点云主观质量评价实验。通过威尔科克森符号秩检验和双独立样本T检验
分析了基础几何体类型和最近邻渲染算法对几何和属性量化失真点云主观质量的影响。实验结果表明:基础几何体类型由于混叠程度不同而对主观质量影响不同
基础几何体混叠面积越大则主观质量越低; 最近邻渲染算法对主观质量影响不显著
该算法减少了点云渲染后空洞的产生
却增大了混叠程度。在属性失真较小时
最近邻渲染算法效果优于渲染半径固定算法; 在属性失真较大时
则劣于渲染半径固定的算法。结合主观实验结果
建立了混叠、空洞失真和基础几何体渲染半径的数学模型
在几何量化采用八叉树剪枝的基础上
通过空间相似性对模型参数进行简化并求解
提出一种利用几何量化参数计算基础几何体渲染半径的算法。与最近邻渲染算法相比
所提算法节省了52%的时间复杂度
渲染点云峰值信噪比提升了12.3%
主观质量分数提升了0.5。研究减少了计算资源
提高了渲染效率
可为渲染器的设计和优化提供参考。
To investigate the impact of point rendering methods on the subjective quality of quantization point clouds and optimize the rendering algorithm
a subjective quality evaluation experiment is designed
considering different basic geometric types and calculation methods for rendering radius. The effects of the basic geometric types and nearest-neighbor rendering algorithm on the subjective quality of geometric and attribute quantization distortion are analyzed through the Wilcoxon signed-rank test and independent samples T-test. The experimental results show that the subjective quality is affected differently by the basic geometric types due to variations in the degree of overlap. A larger overlapping area of the basic geometric types shall result in lower subjective quality. The nearest-neighbor rendering algorithm does not have any significant impact on the subjective quality. This algorithm reduces the occurrence of holes in the rendered point cloud but increases the level of overlap. When the attribute distortion is minor
the nearest-neighbor rendering algorithm outperforms the fixed rendering radius method. However
when the attribute distortion is significant
it underperforms the fixed rendering radius method. Based on the subjective experimental results
a mathematical model is established to calculate the rendering radius of the basic geometric types
considering overlap and the distortion of holes. This model has employed geometric quantization with an octree pruning and simplified the model parameters using spatial similarity. An algorithm is proposed to calculate the rendering radius of the basic geometric types using geometric quantization parameters. Compared with the nearest-neighbor rendering algorithm
the proposed method reduces the time complexity by 52% and improves the peak signal-to-noise ratio of the rendered point cloud by 12.3%. Additionally
it enhances the subjective quality by 0.5 points. The research
featuring the reduction of computational resources and the improvement of rendering efficiency
can provide references for the design and optimization of renderers.
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吴鑫菊. 面向六自由度虚拟现实的点云视觉质量评价方法 [D]. 广东深圳: 中国科学院深圳先进技术研究院, 2021.
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