1 Introduction
2 Related work
2.1 CG-oriented aerial perspective rendering
2.2 CV-oriented aerial perspective rendering
3 Preliminary
3.1 Aerial perspective modeling
3.2 Atmospheric condition via turbidity
3.3 Rendering equation
3.4 Atmospheric turbidity estimation
4 Aerial perspective rendering equation
5 Improved scattering model for rendering
5.1 Rayleigh scattering coefficient correction
5.2 Mie scattering coefficient correction
6 GPU implementation of the aerial perspective rendering
6.1 GPU rendering pipeline
6.2 Proposed GLSL fragment shader
7 Experimental results
7.1 Turbidity estimation test
7.1.1 Evaluation with sky models
T
sky model
|
\(\bar {T}\)
|
σ
T
|
---|---|---|
2.0 | 2.011791 | 0.004660 |
3.0 | 2.851666 | 0.027230 |
4.0 | 4.241544 | 0.043840 |
5.0 | 4.992700 | 0.055292 |
6.0 | 5.836839 | 0.061853 |
7.0 | 7.138090 | 0.062630 |
8.0 | 8.010996 | 0.135764 |
9.0 | 9.099154 | 0.089461 |
7.1.2 Evaluation with captured sky images
7.2 Aerial perspective model evaluation
7.2.1 Evaluation of the scattering coefficients
7.2.2 Airlight evaluation
7.2.3 Evaluation of the aerial perspective effect
7.3 Application on MR
8 Conclusions
9 Appendix
Weather condition |
β
R (km −1) | Min β
M (km −1) | Max β
M (km −1) |
---|---|---|---|
Pure air | 0.0141 | 0 | 0 |
Exceptionally clear | 0.0141 | 0 | 0.0639 |
Very clear | 0.0141 | 0.0639 | 0.1819 |
Clear | 0.0141 | 0.1819 | 0.3769 |
Light haze | 0.0141 | 0.3769 | 0.9399 |
Haze | 0.0141 | 0.9399 | 1.9459 |
Fog | 0.0141 | 1.9459 | More than 78 |