Title: Introduction%20to%20Image-Based%20Rendering
1Introduction to Image-Based Rendering
- Lining Yang
- yangl1_at_ornl.gov
- A part of this set of slides reference slides
used at Standford by Prof. Pat Hanrahan and
Philipp Slusallek.
2References
- S. E. Chen, QuickTime VR An Image-Based
Approach to Virtual Environment Navigation,
Proc. SIGGRAPH 95, pp. 29-38, 1995 - S. Gortler, R. Grzeszczuk, R. Szeliski, and M.
Cohen, The Lumigraph, Proc SIGGRAPH 96, pp.
43-54, 1996 - M. Levoy and P. Hanrahan, Light Field
Rendering, Proc. SIGGRAPH 96, 1996. - L. McMillan and G. Bishop, Plenoptic Modeling
An Image-Based Rendering System, Proc. SIGGRAPH
95, pp. 39-46, 1995 - J. Shade, S. Gortler, Li-Wei He, and R. Szeliski,
Layered Depth Images, Proc. SIGGRAPH 98, pp
231-242, 1998 - Heung-Yeung Shum, Li-Wei He, Rendering With
Concentric Mosaics, Proc. SIGGRAPH 99, pp.
299-306, 1999
3Problem Description
- Complex Rendering of Synthetic Scene takes too
long to finish - Interactivity is impossible
- Interactive visualization of extremely large
scientific data is also not possible - Image-Based Rendering (IBR) is used to accelerate
the renderings.
4Examples of Complex Rendering
Povray quaterly competition site March June,
2001
5Examples of Large Dataset
LLNL ASCI Quantum molecular simulation site
6Image-Based Rendering (IBR)
- The models for conventional polygon-based
graphics have become too complex. - IBR represents complex 3D environments using a
set of images from different (pre-defined)
viewpoints - It produces images for new views using these
finite initial images and additional information,
such as depth. - The computation complexity is bounded by the
image resolution, instead of the scene complexity.
7Image-Based Rendering (IBR)
Mark Levoys 1997 Siggraph talk
8Overview of IBR Systems
- Plenoptic Function
- QuicktimeVR
- Light fields/lumigraph
- Concentric Mosaics
- Plenoptic Modeling and Layered Depth Image
9Plenoptic Function
- Plenoptic function (7D) depicts light rays
passing through - center of camera at any location (x,y,z)
- at any viewing angle ( ?,? )
- for every wavelength ( ? )
- for any time ( t )
10Limiting Dimensions of Plenoptic Functions
- Plenoptic modeling (5D) ignore time
wavelength - Lumigraph/Lightfield (4D) constrain the scene
(or the camera view) to a bounding box - 2D Panorama fix viewpoint, allow only the
viewing direction and camera zoom to be changed
11Limiting Dimensions of Plenoptic Functions
- Concentric mosaics (3D) index all input image
rays in 3 parameters radius, rotation angle and
vertical elevation
12Quicktime VR
- Using environmental maps
- Cylindrical
- Cubic
- spherical
- At a fixed point, sample all the ray directions.
- Users can look in both horizontal and vertical
directions
13Mars Pathfinder Panorama
14Creating a Cylindrical Panorama
From www.quicktimevr.apple.com
15Commercial Products
- QuickTime VR, LivePicture, IBM (Panoramix)
- VideoBrush
- IPIX (PhotoBubbles), Be Here, etc.
16Panoramic Cameras
- Rotating Cameras
- Kodak Cirkut
- Globuscope
- Stationary Cameras
- Be Here
17Quicktime VR
- Advantages
- Using environmental map
- Easy and efficient
- Disadvantages
- Cannot move away from the current viewpoint
- No Motion Parallax
18Light Field and Lumigraph
- Take advantage of empty space to
- Reduce Plenoptic Function to 4D
- Object or viewpoint inside a convex hull
- Radiance does not change along a line unless
blocked
19Lightfield Parameterization
- Parameterize the radiance lines by the
intersections with two planes. - A light Slab
t
L(u,v,s,t)
v
s
u
20Two Plane Parametrization
Object
Focal plane (st)
Camera plane (uv)
21Reconstruction
- (u, v) and (s, t) can be calculated by
determining the intersection of image ray with
the two planes - This can also be done via texture mapping
- (x, y) to (u, v) or (s, t) is a projective
mapping
22(No Transcript)
23Capturing Lightfields
- Need a 2D set of (2D) images
- Choices
- Camera motion human vs. computer
- Constraints on camera motion planar vs.
spherical - Easier to construct
- Coverage and sampling uniformity
24Light field gantry
- Applications
- digitizing light fields
- measuring BRDFs
- range scanning
- Designed by
- Marc Levoy et al.
25Light Field
- Key Ideas
- 4D function
- - Valid outside convex hull
- 2D slice image
- - Insert to create
- - Extract to display
26Lightfields
- Advantages
- Simpler computation vs. traditional CG
- Cost independent of scene complexity
- Cost independent of material properties and other
optical effects - Disadvantages
- Static geometry
- Fixed lighting
- High storage cost
27Concentric Mosaics
- Concentric mosaics easy to capture, small in
storage size
28Concentric Mosaics
- A set of manifold mosaics constructed from slit
images taken by cameras rotating on concentric
circles
29Sample Images
30Rendering a Novel View
31Construction of Concentric Mosaics
- Synthetic scenes
- uniform angular direction sampling
- square root sampling in radial direction
32Construction of Concentric Mosaics (2)
Bulky, costly
Cheaper, easier
33Construction of Concentric Mosaics (3)
- Problems with single camera
- Limited horizontal fov
- Non-uniform spatial horizontal resolution
- Video sequence can be compressed with VQ and
entropy encoding (25X) - Compressed stream gives 20fps on PII300
34Results
35Results (2)
36Image Warping
- McMillans 5D plenoptic modeling system
- Render or capture reference views
- Creating Novel Views
- Using reference views color and depth
information with the warping equation - For opaque scenes, the location or depth of the
point reflecting the color is usually determined. - Calculated using vision techniques for real
imagery.
37Image Warping (filling holes)
- Dis-occlusion problem Previously occluded
objects in the reference view can be visible in
the new view - Fill in holes from other viewpoints or images
(Mark William et al).
38Layered Depth Images
- Different primitives according to depth values
- Image
- Image with depth
- LDI
- polygons
39Layered Depth Images
- Idea
- Handle disocclusion
- Store invisible geometry in depth images
40Layered Depth Image
- Data structure
- Per pixel list of depth samples
- Per depth sample
- RGBA
- Z
- Encoded Normal direction, distance
41Layered Depth Images
- Computation
- Implicit ordering information
- LDI is broken into four regions according to
epipolar point - Incremental warping computation
- Start xincr (back to front order)
- Splat size computation
- Table lookup
42Layered Depth Images