CS 563 Advanced Topics in Computer Graphics View Interpolation and Image Warping

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CS 563 Advanced Topics in Computer Graphics View Interpolation and Image Warping

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Image Based Rendering (IBR) Composed of photometric observations ... texture maps or images with alphas (transparent pixels) rendered onto planar surfaces ... –

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Title: CS 563 Advanced Topics in Computer Graphics View Interpolation and Image Warping


1
CS 563 Advanced Topics in Computer GraphicsView
Interpolation and Image Warping
  • by Brad Goodwin

Images in this presentation are used WITHOUT
permission
2
Over View
  • General Imaged-Based Rendering
  • Interpolation
  • Plenoptic Function
  • Layered Depth Image (LDI)

3
Introduction
  • Image Based Rendering (IBR)
  • Composed of photometric observations
  • Mix of fields (photogrammetry, vision, graphics)
  • Texture mapping
  • Environment mapping
  • Realistic surface models
  • Uses from virtual reality to video games
  • Just render the 3D scene?
  • Judge results?
  • Different types of rendering using different
    amounts of geometry

4
Interpolation
  • Morphing
  • interpolating texture map and shape
  • Generation of a new image is independent of scene
    complexity
  • Morph adjacent images to view between
  • based on viewpoints being closely spaced
  • Uses camera position, orientation and range to
    deteremine pixel by pixel
  • Images pre computed and stored as morph maps

5
About this method
  • Method can be applied to natural images
  • Only synthetic were tested with this paper
  • Of course this paper was in 93 so hopefully
    someones tested them by now
  • Only accurately supports view independent shading
  • Others could be used on maps but they are
    discussed

6
Types of Images
  • Can be done with natural or sythetic images
  • Sythetic
  • easy to get the range and camera data
  • Natural
  • Use ranging camera
  • Computed by photogrammetry or artist

7
General Setup
  • Morphing can interpolate different parameters
  • Camera position
  • Viewing angle
  • Direction of view
  • Hierarchical object transformation
  • Find correspondence of images
  • Images arranged in graph structure

8
Find correspondence
  • Usually done by animator
  • This method
  • Form of forward mapping
  • uses camera and range to do it
  • Cross dissolving pixels(not view-independent)
  • Done for each source image
  • Quadtree compression
  • Move groups of pixels
  • Scene moves opposite camera
  • Offset vectors for each pixel (morph map)
  • Small change more accurate when interpolated

9
Offset vectors
  • Sampled every 20 pixels

10
Overlaps and holes
  • Overlaps
  • Local image contraction - several samples move to
    the same pixel in interpolated image
  • Perpendicular to oblique
  • Holes
  • Show when mapping source to destination
  • Background color
  • Interpolate four corners of the pixel instead of
    center (filling and filtering)
  • Interpolate adjacent offset vectors
  • Or if part seen in interpolated but not source

11
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12
Block Compression
  • Pixels ten to move together so block compression
    algorithm is used to compress morph map.
  • Related to image depth complexity
  • High complexity low compression ratio

13
View independent Priority
  • Established to determine points that are viewable
  • Pixels are ordered from back to front based on
    Z-coordinates established in morph map
  • Eliminates need for interpolating the
    Z-coordinates of every pixel and updating the
    Z-buffer in the interpolation process.

14
Applications
  • Virtual Reality
  • Motion blur
  • Uses super-sampling of many images
    computationally which is expensive thus
    inefficient
  • Reduce cost of computing a shadow map
  • Only for point light sources
  • Create 3D primitives without creating 3D
    primitives

15
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16
Plenoptic Modeling
  • The Plenoptic function
  • Latin root plenus complete or full
  • optic - pertaining to vision
  • Parameterized function for describing everything
    that is visible from a given point in space
  • Used as a taxonomy to evaluate low-level vision
  • Adelson and Bergen postulate
  • all the basic visual measurements can be
    considered to characterize local change along one
    or tow dimensions of a single function that
    describes the sructure of the information in the
    light impinging on an observer.

17
Parameters
  • azimuth and elevation angle

18
Plenoptic
  • Set of all possible environment maps for a given
    scene
  • Specify point and range for some constant t
  • A complete sample can be defined as a full
    spherical map

19
Plenoptic Modeling
  • Claimed that all image-based rendering approaches
    are just attempts to create a plenoptic function
    with just a sampling of it
  • Set up is the same as most approaches
  • Set of reference images which are warped to
    create instances of the scene from arbitrary view
    points

20
Sample Representation
  • Unit sphere
  • Hard to store on a computer
  • Example of all distorted maps
  • Six planar projections of a cube
  • Easy to store
  • 90 degree face requires expensive lens system to
    avoid distortion
  • Oversampling in corners
  • Have to choose Cylindrical
  • Easily unrolled
  • Finite height problems with boundary conditions
  • No end caps

21
Aquiring Cylindrical Projections
  • Get the projections is simple
  • Tripod that can continuously pan
  • Ideally cameras panning motion should be exact
    center of tripod
  • When panning objects are far away slight
    misalignment is tolerated
  • Panning takes place entirely on the x-z plane
  • Both images should have points within each other.

22
  • Find the projection of the output camera on input
    cameras image plane
  • That is the intersection of the line joining the
    two camera locations with the input cameras
    image plane
  • Line joining the two cameras is the epipolar line
  • Intersection with the image plane is the epipolar
    point

23
  • Map image point to output cylinder
  • Same techique for comparing points used with face
    mapping from last week

24
Layered Depth Images
  • Paper presents some methods to render multiple
    frames per second on a PC
  • Sprites are texture maps or images with alphas
    (transparent pixels) rendered onto planar
    surfaces
  • One method warps Sprits with Depth
  • Warps depth values and uses this information to
    add parallax correction to a standard sprite
    renderer
  • LDI
  • Single input camera
  • Contains multiple pixels along each line of sight
  • Size of representation grows linearly with the
    depth complexity of the scene
  • Uses McMillans warp odering algorithm because
    data is represented in a single image coordinate
    system.

25
References
  • Chen S E and Williams L, "View Interpolation for
    Image Synthesis", Proc. ACM SIGGRAPH '93 McMillan
    L, and Bishop, "Plenoptic Modeling An
    Image-based Rendering System", Proc. ACM SIGGRAPH
    '95
  • Shade, Gortler, He and Szeliski, "Layered-Depth
    Images", Proc. ACM SIGGRAPH '98
  • McMillan L. and Gortler S,"Applications of
    Computer Vision to Computer Graphics Image-Based
    Rendering - A New Interface Between Computer
    Vision and Computer Graphics, ACM SIGGRAPH
    Computer Graphics Newsletter, vol 33, No. 4,
    November 1999
  • Shum, Heung-Yeung and Kang, Sing Bing, A Review
    of Image-based Rendering Techniques, Microsoft
    Research
  • Watt, 3D Graphics 2000, Image-based rendering and
    phto-modeling (Ch 16)
  • http//www.widearea.co.uk/designer/anti.html
  • http//www.dai.ed.ac.uk/CVonline/LOCAL_COPIES/EPSR
    C_SSAZ/node18.html
  • http//www.cs.northwestern.edu/watsonb/school/tea
    ching/395.2/presentations/14

26
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