Introduction%20to%20Image-Based%20Rendering - PowerPoint PPT Presentation

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Introduction%20to%20Image-Based%20Rendering

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Title: Introduction%20to%20Image-Based%20Rendering


1
Introduction 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.

2
References
  • 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

3
Problem 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.

4
Examples of Complex Rendering
Povray quaterly competition site March June,
2001
5
Examples of Large Dataset
LLNL ASCI Quantum molecular simulation site
6
Image-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.

7
Image-Based Rendering (IBR)
Mark Levoys 1997 Siggraph talk
8
Overview of IBR Systems
  • Plenoptic Function
  • QuicktimeVR
  • Light fields/lumigraph
  • Concentric Mosaics
  • Plenoptic Modeling and Layered Depth Image

9
Plenoptic 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 )

10
Limiting 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

11
Limiting Dimensions of Plenoptic Functions
  • Concentric mosaics (3D) index all input image
    rays in 3 parameters radius, rotation angle and
    vertical elevation

12
Quicktime 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

13
Mars Pathfinder Panorama
14
Creating a Cylindrical Panorama
From www.quicktimevr.apple.com
15
Commercial Products
  • QuickTime VR, LivePicture, IBM (Panoramix)
  • VideoBrush
  • IPIX (PhotoBubbles), Be Here, etc.

16
Panoramic Cameras
  • Rotating Cameras
  • Kodak Cirkut
  • Globuscope
  • Stationary Cameras
  • Be Here

17
Quicktime VR
  • Advantages
  • Using environmental map
  • Easy and efficient
  • Disadvantages
  • Cannot move away from the current viewpoint
  • No Motion Parallax

18
Light 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

19
Lightfield Parameterization
  • Parameterize the radiance lines by the
    intersections with two planes.
  • A light Slab

t
L(u,v,s,t)
v
s
u
20
Two Plane Parametrization
Object
Focal plane (st)
Camera plane (uv)
21
Reconstruction
  • (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)
23
Capturing 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

24
Light field gantry
  • Applications
  • digitizing light fields
  • measuring BRDFs
  • range scanning
  • Designed by
  • Marc Levoy et al.

25
Light Field
  • Key Ideas
  • 4D function
  • - Valid outside convex hull
  • 2D slice image
  • - Insert to create
  • - Extract to display

26
Lightfields
  • 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

27
Concentric Mosaics
  • Concentric mosaics easy to capture, small in
    storage size

28
Concentric Mosaics
  • A set of manifold mosaics constructed from slit
    images taken by cameras rotating on concentric
    circles

29
Sample Images
30
Rendering a Novel View
31
Construction of Concentric Mosaics
  • Synthetic scenes
  • uniform angular direction sampling
  • square root sampling in radial direction

32
Construction of Concentric Mosaics (2)
  • Real scenes

Bulky, costly
Cheaper, easier
33
Construction 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

34
Results
35
Results (2)
36
Image 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.

37
Image 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).

38
Layered Depth Images
  • Different primitives according to depth values
  • Image
  • Image with depth
  • LDI
  • polygons

39
Layered Depth Images
  • Idea
  • Handle disocclusion
  • Store invisible geometry in depth images

40
Layered Depth Image
  • Data structure
  • Per pixel list of depth samples
  • Per depth sample
  • RGBA
  • Z
  • Encoded Normal direction, distance

41
Layered 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

42
Layered Depth Images
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