Title: ImageBased Rendering
1Image-Based Rendering
- Produce a new image from real images.
- Combining images
- Interpolation
- More exotic methods
2Why Image-Based Rendering?
- Whats the most realistic image? A photograph.
- But photographs lack flexibility.
- Cant change viewpoint.
- Cant change lighting.
3The need for correspondence
- Image-based rendering is mostly combining images
to get a new image. - Correspondences needed to sensibly combine
images. - If viewpoint has changed this can be hard.
- If not, its trivial.
4How to get correspondences
- By hand
- Works if few correspondences needed
- By matching intensities
- This is really ½ of computer vision.
5Matching
- Simplest SSD with windows.
- Windows needed because pixels not informative
enough. - Compare windows
- Search for windows that match well
6Mosaics
- Take multiple images and construct one big image.
- Represented as image, cylinder or sphere.
- Allows panning and zooming.
- Simplest kind of motion.
7- Fixed focal point.
- Correspondence needed to align images.
- Image rectification
8(Images in paper by Szeliski and Shum, linked to
on web page)
9(Images in paper by Szeliski and Shum, linked to
on web page)
10(Images in paper by Szeliski and Shum, linked to
on web page)
11Other mosaicing issues
- Pixel interpolation needed.
- Mosaicing can provide more information at each
pixel. - Higher resolution images possible.
- Higher dynamic range.
12Morphing
- What happens if you interpolate images?
- Need corresponding points.
13Morphing
- Corresponding points needed.
- Often done by hand.
- Interpolate each point.
- Position
- and intensity.
- Also use interpolation for more correspondences.
14Linear Interpolationof Position
15Other Interpolation
- Also interpolate intensities.
- Interpolate to find other point correspondes.
16(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
17(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
18(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
19(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
20(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
21Interpolation
- We have possibly non-uniform samples of a 4D
space. - Must interpolate to fill in.
- Worry about aliasing
22(Images from Marc Levoys slides
http//graphics.stanford.edu/papers/light/)
Light Field Rendering (Levoy and Hanrahan paper
and slides)
23Linear basis for lighting
lZ
lY
lX
Surface normal (X,Y,Z) albedo
l Directional source (Lx,Ly,Lz) I
l(Lx,Ly,Lz)(X,Y,Z) LxlX LylY Lz l Z Take
Max of this and 0
24Using Linear Basis for Rendering
- Render three images
- Take linear combinations.
- Why cant we do this with three real images?
25Reflectance smooths lighting
26Basis from diffuse lighting
l
lZ
lY
lX
lXZ
lYZ
lXY
27- Note, this can also be done with 9 real images,
because this is a basis that contains real images - In 3D, real images arent in the 3D space, we
have to take the max with 0 to get real images.
28Non-Photorealistic Rendering
- Take a photo and turn it into a different kind of
image.
29De Carlo and Santella
Video
30Image Analogies
(Pictures from image analogies paper linked to on
class web page).
Given A, A and B, generate B A bit like Efros
and Leung texture synthesis.