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Method for performing real-time image processing on scene images in MultiGen-Vega

An image processing and real-time image technology, applied in the field of virtual reality and visual simulation, can solve the problems of limited types of image processing, slow speed and inability to apply real-time visual simulation, etc., and achieve the effect of great flexibility

Inactive Publication Date: 2013-12-25
INST OF OPTICS & ELECTRONICS - CHINESE ACAD OF SCI
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  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, the processing that can be performed by convolution filtering can only be processed in the form of convolution, and the types of image processing that can be performed are limited, and the speed is too slow to be applied in real-time visual simulation.

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  • Method for performing real-time image processing on scene images in MultiGen-Vega
  • Method for performing real-time image processing on scene images in MultiGen-Vega
  • Method for performing real-time image processing on scene images in MultiGen-Vega

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Embodiment Construction

[0023] The present invention is based on the structure of the Vega system, the channel callback mechanism of Vega, and the powerful graphics capability and programmability of modern graphics hardware. In the Vega system, the fragment shader written by GLSL is used to replace the fixed texture mapping function of OpenGL, and texture mapping is performed. At the same time, the image processing operation on the texture is completed, and finally the processed scene graph is generated. Its specific flow chart is as figure 2 As shown, the specific steps are as follows:

[0024] (1) Initialize the Vega system;

[0025] (2) Write a fragment shader with GLSL, this shader performs pixel operations on the incoming texture, completes the image processing operation on the incoming texture, creates, compiles and links this fragment shader in the Vega system, It can be activated when needed;

[0026] (3) Register the callback function identified as "VGCHAN_POSTDRAW" for the channel to wh...

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Abstract

The invention discloses a method for performing real-time image processing on scene images in MultiGen-Vega. The method comprises the following steps of: creating callback functions to scene channels in Vega; writing a fragment shader in OpenGL shading language (GLSL), the fragment shaders are used for performing pixel operations on input textures; saving scene images in the callback functions as textures; and enabling the fragment shader to cover the scene images with the scene image textures by texture mapping. The fragment shader replaces the fixed texture mapping function of OpenGL and can complete image processing on textures while mapping and the covered scene images are obtained after image processing. The method can process Vega scene images in real time by virtue of the powerful graphics functions of the modern graphics hardware, has flexibility, can achieve various image processing effects by completing various pixel operations in the fragment shader, and also can achieve more complex effects in conjunction with a vertex shader. Moreover, the method also can be applied to other scene image system based on OpenGL.

Description

technical field [0001] The invention belongs to the field of virtual reality and visual simulation, and relates to a method for performing real-time image processing on a scene graph in a visual system based on the three-dimensional visual simulation software MultiGen-Vega. Background technique [0002] MultiGen-Vega is a real-time visual three-dimensional visual simulation software system (called: MultiGen-Vega in the present invention) specially developed by American MultiGen-Paradigm Company for the application characteristics of the visual simulation industry. Its most basic function is to drive, control, manage virtual scenes and support fast and complex visual simulation systems, and quickly create various real-time interactive 3D environments and virtual reality systems. At present, Vega has been applied in urban planning simulation, architectural design roaming, flight simulation, ocean simulation, ground war simulation, vehicle driving simulation, 3D game developmen...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06F9/44G06T15/00
Inventor 熊帅付承毓刘兴法
Owner INST OF OPTICS & ELECTRONICS - CHINESE ACAD OF SCI