CN111833425A - Method for realizing random noise simulation in three-dimensional infrared vision by using masking technology - Google Patents
Method for realizing random noise simulation in three-dimensional infrared vision by using masking technology Download PDFInfo
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- CN111833425A CN111833425A CN202010687781.1A CN202010687781A CN111833425A CN 111833425 A CN111833425 A CN 111833425A CN 202010687781 A CN202010687781 A CN 202010687781A CN 111833425 A CN111833425 A CN 111833425A
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- G—PHYSICS
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- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
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Abstract
The invention relates to a method for realizing random noise simulation in a three-dimensional infrared view by using a masking technology, which is characterized in that a noise mask for displaying noise is added to a viewport of a detector, additive noise such as Gaussian noise is treated, and the noise effect of the detector is simulated by adjusting the transparency of the noise mask. Based on that human eyes observe imaging of an infrared detector through a computer screen, detector noise and scenery in a visual scene are displayed on the screen through aliasing calculation, a noise mask specially used for displaying the noise is added to a view port of the detector, the fact that the mask and the view port are in a orthographic projection relation is guaranteed, and for additive noise such as Gaussian noise, the noise effect of the detector can be simulated by adjusting the transparency of the noise mask.
Description
Technical Field
The invention relates to a method for realizing random noise simulation in a three-dimensional infrared view by using a masking technology, belonging to the technical field of simulation.
Background
The infrared visual image noise is of various types, such as thermal noise, photoelectronic noise and the like. At present, the cause and rule of infrared imaging noise are studied more deeply. Some scholars propose corresponding noise models for different types of noise. When staring array blind pixel correction is performed as in bart dierickx, belgium IMEC laboratory, the blind pixels are considered to behave in the image as salt and pepper noise. Thermal noise and temperature noise appear as gaussian random noise. The noise of the simulated infrared detector is added into the simulated view, so that the simulated view of the infrared detector is more vivid.
In China, most of simulation researches on infrared imaging noise are to add noise to a single two-dimensional infrared image, so that the engineering significance is not great, and few research documents about adding visual noise in a three-dimensional dynamic infrared visual are provided. The reason is that in engineering, the visual image displayed by the current three-dimensional image rendering engine is obtained by projection transformation of a three-dimensional model, and the addition of the visual noise of a detector is difficult to realize in mechanism. Some learners use a three-dimensional particle method to simulate the visual noise, but the method has a large system overhead.
How to add noise to the three-dimensional model is therefore a matter of investigation by those skilled in the art.
Disclosure of Invention
The invention provides a method for realizing random noise simulation in a three-dimensional infrared view by using a masking technology, aiming at realizing random noise simulation in the three-dimensional infrared view.
The technical scheme for solving the technical problems is as follows: a method for realizing random noise simulation in a three-dimensional infrared view by using a masking technology is characterized in that a noise mask for displaying noise is added to a view port of a detector, and the noise effect of the detector is simulated by adjusting the transparency of the noise mask for additive noise such as Gaussian noise.
On the basis of the technical scheme, in order to achieve the convenience of use and the stability of equipment, the invention can also improve the technical scheme as follows:
furthermore, the noise mask and the view port of the detector are subjected to aliasing in a forward projection relationship,
the gray scale of the mixed and overlapped screen is calculated by formula A, wherein x is the transparency of the noise screen, GRttAnd GobjRespectively noise and viewThe gray scale of the medium object is determined,
G=χGRtt+(1-χ)Gobjformula a.
Further, adding a noise mask of a viewport of the detector by adopting an RTT texture technology of OSG.
Further, firstly, adding a blank texture image for the RTT camera, and adjusting the transparency of the texture to be zero so as to not influence the visual imaging of the detector; then, Gaussian random noise is added on the basis of the RTT texture; as each detector pixel can generate Gaussian random noise, the rendering engine is required to complete the updating of the noise drawing of all pixels in one frame, a shader is bound to a noise screen, and the noise rendering is carried out in the shader.
Furthermore, the shader calculates the texture coordinate of the current point and generates a random number in the vertex shader, and transmits the texture coordinate and the random number as variable variables to the fragment shader; in a fragment shader, a 2D texture sampler is used to sample texture pixel values;
the grey value and transparency of the RTT texel are then directly modified.
Furthermore, only 4-dimensional arrays are supported based on transient variables in the coloring language GLSL, a plurality of 4-dimensional arrays are used for storing random number sequences in the vertex coloring device, and a Gaussian distribution random number sequence can be generated every time the vertex coloring device is traversed, so that each pixel can generate different random noise gray values.
Further, in the fragment shader, the 2D texture sampler is used to sample texel values, and the statements are as follows:
uniformsample2DImage;
vec4sample=texture2D(Image,vTexCoord);
then, modify the gray value and transparency of RTT texel, using the following statements:
sample=vec4(x[i],x[i],x[i],blend);
gl_FragColor=sample;
wherein x [ i ] is a Gaussian random number and blend is the transparency of the noise point.
The invention is characterized in that: based on that human eyes observe imaging of an infrared detector through a computer screen, detector noise and scenery in a visual scene are displayed on the screen through aliasing calculation, a noise mask specially used for displaying the noise is added to a view port of the detector, the fact that the mask and the view port are in a orthographic projection relation is guaranteed, and for additive noise such as Gaussian noise, the noise effect of the detector can be simulated by adjusting the transparency of the noise mask.
Detailed Description
The following is a description of the principles and features of the present invention, the examples being included merely for purposes of illustration and are not intended to limit the scope of the invention.
A method for realizing random noise simulation in a three-dimensional infrared view by using a masking technology is characterized in that a noise mask for displaying noise is added to a viewport of a detector, and the noise effect of the detector is simulated by adjusting the transparency of the noise mask for additive noise such as Gaussian noise;
wherein the noise mask and the detector view port are in orthographic projection relationship for aliasing,
the gray scale of the mixed and overlapped screen is calculated by formula A, wherein x is the transparency of the noise screen, GRttAnd GobjRespectively the noise and the grey scale of the objects in view,
G=χGRtt+(1-χ)Gobjformula A;
the addition of the noise mask of the viewport of the detector is realized by adopting RTT texture technology of OSG;
firstly, adding a blank texture image for an RTT camera, and adjusting the transparency of the texture to be zero so as not to influence the visual imaging of a detector; then, Gaussian random noise is added on the basis of the RTT texture; because each detector pixel can generate Gaussian random noise, the rendering engine is required to update the noise drawing of all pixels in one frame, a shader is bound to a noise screen, and the noise is rendered in the shader; the shader calculates the texture coordinate of the current point and generates a random number in the vertex shader, and transmits the texture coordinate and the random number to the fragment shader as variable variables; in a fragment shader, a 2D texture sampler is used to sample texture pixel values; then, directly modifying the gray value and the transparency of the RTT texture pixel;
only 4-dimensional arrays are supported based on transient variables in a coloring language GLSL, a plurality of 4-dimensional arrays are used for storing random number sequences in a vertex shader, and a Gaussian distribution random number sequence can be generated every time the vertex shader is traversed, so that each pixel can generate different random noise gray values; in the fragment shader, the 2D texture sampler is used to sample texel values, the statements are as follows:
uniformsample2DImage;
vec4sample=texture2D(Image,vTexCoord);
then, modify the gray value and transparency of RTT texel, using the following statements:
sample=vec4(x[i],x[i],x[i],blend);
gl_FragColor=sample;
wherein x [ i ] is a Gaussian random number and blend is the transparency of the noise point.
The above description is only for the purpose of illustrating the preferred embodiments of the present invention and is not to be construed as limiting the invention, and any modifications, equivalents, improvements and the like that fall within the spirit and principle of the present invention are intended to be included therein.
Claims (7)
1. A method for realizing random noise simulation in a three-dimensional infrared view by using a masking technology is characterized in that a noise mask for displaying noise is added to a viewport of a detector, and the noise effect of the detector is simulated by adjusting the transparency of the noise mask for additive noise such as Gaussian noise.
2. The method of claim 1, wherein the noise mask and the detector view port are orthographic and are aliased,
the gray scale of the mixed and overlapped screen is calculated by formula A, wherein x is the transparency of the noise screen, GRttAnd GobjRespectively the noise and the grey scale of the objects in view,
G=χGRtt+(1-χ)Gobjformula a.
3. The method of claim 2, wherein the RTT texture technique of OSG is used to add noise masks to the view port of the detector.
4. The method for realizing random noise simulation in a three-dimensional infrared view by using a dynamic masking technology as claimed in claim 3, wherein a blank texture image is added to the RTT camera, and the transparency of the texture is adjusted to zero, so that the transparency does not affect the view imaging of the detector; then, Gaussian random noise is added on the basis of the RTT texture; as each detector pixel can generate Gaussian random noise, the rendering engine is required to complete the updating of the noise drawing of all pixels in one frame, a shader is bound to a noise screen, and the noise rendering is carried out in the shader.
5. The method of claim 4, wherein the shader calculates texture coordinates of a current point and generates a random number in the vertex shader, and transmits the texture coordinates and the random number as variable variables to the fragment shader; in a fragment shader, texture pixel values are sampled using a 2D texture sampler;
the grey value and transparency of the RTT texel are then directly modified.
6. The method of claim 5, wherein only 4-dimensional arrays are supported based on transient variables in the coloring language GLSL, and in the vertex shader, a plurality of 4-dimensional arrays are used to store random number sequences, and each time the vertex shader is traversed, a Gaussian random number sequence is generated, so that each pixel can generate different random noise gray values.
7. The method for realizing random noise simulation in three-dimensional infrared vision by using dynamic masking technology as claimed in claim 5, wherein in the fragment shader, a 2D texture sampler is used to sample texel values; the grey value and transparency of the RTT texel are then modified.
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Citations (1)
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CN111076819A (en) * | 2019-12-04 | 2020-04-28 | 中国航空工业集团公司洛阳电光设备研究所 | Noise equivalent temperature difference device of infrared thermal imager with ultra-large field of view and testing method |
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CN111076819A (en) * | 2019-12-04 | 2020-04-28 | 中国航空工业集团公司洛阳电光设备研究所 | Noise equivalent temperature difference device of infrared thermal imager with ultra-large field of view and testing method |
Non-Patent Citations (2)
Title |
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杨壹斌;李敏;杨敏;王亚楠;: "红外场景中成像系统非线性效应的动态模拟", 激光与红外, no. 04, pages 45 - 459 * |
王彦 等: "三维动态红外视景仿真中噪声的模拟", 激光与红外, vol. 45, no. 10, pages 1277 - 1280 * |
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