Information

  • Publication Type: Master Thesis
  • Workgroup(s)/Project(s):
  • Date: January 2023
  • Date (Start): October 2021
  • Date (End): January 2023
  • Diploma Examination: 18. January 2013
  • Open Access: yes
  • First Supervisor:
  • Pages: 102
  • Keywords: Distortion Compensation, Curved Monitors, Projection, Real-Time Rendering, Vulkan, C++, Auto-Vk, Auto-Vk-Toolkit, Non-Linear Projections, Perspective-Correct Rendering, Graphics Mesh Pipeline, Mesh Shaders, Grid-Based Triangle Subdivision, Head Tracking

Abstract

In recent years, curved computer monitors have become a viable option for consumers. However, traditional real-time graphics pipelines expect a flat display surface, and most real-time applications, such as games and simulations, do not consider the actual geometry of the monitor during rendering. As a result, the synthesized images appear distorted and unnatural when viewed on a curved display. Distortion correction methods for correcting the lens distortion in cameras and head-mounted displays can also be utilized in real-time rendering software for curved monitors. However, the final distortion observed on the curved display depends on the user's viewpoint. With head-tracking, accurate distortion correction can be performed, and perspective-correct projections can be produced. In this thesis, we analyze various methods for generating correct renderings based on the user's viewpoint and the geometry of the monitor. Our experiments confirm that image-based methods provide the best overall performance with acceptable image quality. However, real-time ray tracing and geometry-based implementations are practicable alternatives when using current hardware, and these methods do not suffer from image resampling artifacts. Additionally, we present and evaluate a custom subdivision scheme as an alternative to hardware tessellation for geometry-based solutions that can be implemented in a single render pass using the recently introduced graphics mesh pipeline. In our subdivision scheme, the geometry is split along a screen-aligned grid that reflects the geometry of the display more accurately than the fixed tessellation patterns of hardware tessellation. While the performance of our software-based subdivision scheme has to be improved further, it produces fewer triangles for coarse geometry and, at the same time, achieves similar image quality to hardware tessellation.

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poster: Poster (PDF) poster: Poster (PDF)
thesis: Thesis (PDF) thesis: Thesis (PDF)

Weblinks

BibTeX

@mastersthesis{rumpler-2023-dcmcm,
  title =      "Real-Time Distortion Correction Methods for Curved Monitors",
  author =     "Wolfgang Rumpler",
  year =       "2023",
  abstract =   "In recent years, curved computer monitors have become a
               viable option for consumers. However, traditional real-time
               graphics pipelines expect a flat display surface, and most
               real-time applications, such as games and simulations, do
               not consider the actual geometry of the monitor during
               rendering. As a result, the synthesized images appear
               distorted and unnatural when viewed on a curved display.
               Distortion correction methods for correcting the lens
               distortion in cameras and head-mounted displays can also be
               utilized in real-time rendering software for curved
               monitors. However, the final distortion observed on the
               curved display depends on the user's viewpoint. With
               head-tracking, accurate distortion correction can be
               performed, and perspective-correct projections can be
               produced. In this thesis, we analyze various methods for
               generating correct renderings based on the user's viewpoint
               and the geometry of the monitor. Our experiments confirm
               that image-based methods provide the best overall
               performance with acceptable image quality. However,
               real-time ray tracing and geometry-based implementations are
               practicable alternatives when using current hardware, and
               these methods do not suffer from image resampling artifacts.
               Additionally, we present and evaluate a custom subdivision
               scheme as an alternative to hardware tessellation for
               geometry-based solutions that can be implemented in a single
               render pass using the recently introduced graphics mesh
               pipeline. In our subdivision scheme, the geometry is split
               along a screen-aligned grid that reflects the geometry of
               the display more accurately than the fixed tessellation
               patterns of hardware tessellation. While the performance of
               our software-based subdivision scheme has to be improved
               further, it produces fewer triangles for coarse geometry
               and, at the same time, achieves similar image quality to
               hardware tessellation.",
  month =      jan,
  pages =      "102",
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Research Unit of Computer Graphics, Institute of Visual
               Computing and Human-Centered Technology, Faculty of
               Informatics, TU Wien",
  keywords =   "Distortion Compensation, Curved Monitors, Projection,
               Real-Time Rendering, Vulkan, C++, Auto-Vk, Auto-Vk-Toolkit,
               Non-Linear Projections, Perspective-Correct Rendering,
               Graphics Mesh Pipeline, Mesh Shaders, Grid-Based Triangle
               Subdivision, Head Tracking",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2023/rumpler-2023-dcmcm/",
}