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CS 395: Adv' Computer Graphics

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Useful as BOTH input and output. Convert to/from traditional scene descriptions ... Brutal Force: Bandwidth & Memory Hog. Easy to Display Difficult to Edit ... – PowerPoint PPT presentation

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Title: CS 395: Adv' Computer Graphics


1
CS 395 Adv. Computer Graphics
  • Light Fields and
  • their Approximations
  • Jack Tumblin
  • jet_at_cs.northwestern.edu

2
GOAL First-Class Primitive
  • Want images as first-class primitives
  • Useful as BOTH input and output
  • Convert to/from traditional scene descriptions
  • Want to mix real synthetic scenes freely
  • Want to extend photography
  • Easily capture sceneshape, movement,
    surface/BRDF, lighting
  • Modify Render the captured scene data
  • --BUT--
  • images hold only PARTIAL scene information
  • You cant always get what you want (Mick Jagger
    1968)

3
Back To Basics Scene Image
  • Light 3D Scene
  • Illumination, shape, movement, surface BRDF,

2D Image Collection of rays through a point
Image Plane I(x,y)
Position(x,y)
Angle(?,?)
4
Trad. Computer Graphics
2D Image Collection of rays through a point
  • Light 3D Scene
  • Illumination, shape, movement, surface BRDF,

Reduced, Incomplete Information
Image Plane I(x,y)
Position(x,y)
Angle(?,?)
5
Trad. Computer Vision
2D Image Collection of rays through a point
  • Light 3D Scene
  • Illumination, shape, movement, surface BRDF,

!TOUGH! ILL-POSED Many Simplifications, External
knowledge
Image Plane I(x,y)
Position(x,y)
Angle(?,?)
6
Plenoptic Function (Adelson, Bergen 91)
  • for a given scene, describe
  • ALL rays through
  • ALL pixels, of
  • ALL cameras, at
  • ALL wavelengths,
  • ALL time
  • F(x,y,z, ?,?, ?, t)
  • Eyeballs Everywhere function (7-D!)












7
Image-Based 3D Photography
  • Cleaner Formulation
  • Orthographic camera,
  • positioned on sphere around object/scene
  • Orthographic projector,
  • positioned on spherearound object/scene
  • F(xc,yc,?c,?c,xl,yl ?l,?l, ?, t)

camera
8
Image-Based 3D Photography
  • Cleaner Formulation
  • Orthographic camera,
  • positioned on sphere around object/scene
  • Orthographic projector,
  • positioned on spherearound object/scene
  • F(xc,yc,?c,?c,xl,yl ?l,?l, ?, t)

camera
?c
?c
9
Image-Based 3D Photography
  • Cleaner Formulation
  • Orthographic camera,
  • positioned on sphere around object/scene
  • Orthographic projector,
  • positioned on spherearound object/scene
  • F(xc,yc,?c,?c,xl,yl ?l,?l, ?, t)

camera
projector
10
Image-Based 3D Photography
  • Cleaner Formulation
  • Orthographic camera,
  • positioned on sphere around object/scene
  • Orthographic projector,
  • positioned on spherearound object/scene
  • (and wavelength and time)
  • F(xc,yc,?c,?c,xl,yl ?l,?l, ?, t)

camera
projector
11
Image-Based 3D Photography
  • Cleaner Formulation
  • Orthographic camera,
  • positioned on sphere around object/scene
  • Orthographic projector,
  • positioned on spherearound object/scene
  • (and wavelength and time)
  • F(xc,yc,?c,?c,xl,yl ?l,?l, ?, t)

camera
projector
12
Plenoptic Function (Adelson, Bergen 91)
  • ! Complete !
  • Geometry, Lighting, BRDF, ! NOT REQUIRED !
  • Preposterously Huge (?!?! 8-D function
    sampled at image resolution !?!?), but
  • Hugely Redundant
  • Wavelength?RGB triplets, ignore Time, and
    Restrict eyepoint movement maybe 3 or 4D ?
  • Very Similar imagesuse Warping rules? (SIGG2002)
  • Exploit Movie Storage/Compression Methods

13
The Big Idea Image-Based Modeling Rendering
  • Computer Graphics given scene description,
    synthesize images
  • Digital Photography given scene, capture
    images
  • Computer Vision given images, assumptions, (
    hope) describe scene
  • Image-Based Modeling Rendering Collect images
    to estimate Plenoptic Function QUICKLY recall /
    interpolate images
  • Image-Based Modeling Collect images... Estimat
    e scene (maybe all that data makes it easier...)

14
OLDEST IBR Shadow Maps (1984)
  • Fast Shadows from Z-buffer hardware
  • 1) Make the Shadow Map
  • Render image seen at light source, BUT
  • Keep ONLY the Z-buffer values (depth)
  • 2) Render Scene from Eyepoint
  • Pixel Z depth gives 3D position of surface
  • Project 3D position into Shadow map
  • If Shadow Map depth lt 3D depth, SHADOW!
  • MANY sampling hacks (See Eric Haines)
  • nVidia / OpenGL implementations available
    http//developer.nvidia.com/view.asp?IOShadow_Map

15
Early IBR QuickTime VR (Chen, Williams 93)
  • 1) Four Planar Images ? 1 Cylindrical Panorama
  • Re-sampling Required!
  • Planar Pixels equal distance on x,y plane
    (tan-1?)
  • Cylinder Pixs horiz equal angle on cylinder
    (?) vert equal distance on y (tan-1?)

16
Early IBR QuickTime VR (Chen, Williams 93)
  • 1) Four Planar Images ? 1 Cylindrical Panorama

IN OUT
17
Early IBR QuickTime VR (Chen, Williams 93)
  • 2) Windowing, Horizontal-only Reprojection

IN OUT
18
Plenoptic Array The Matrix Effect
  • Simple arc, line, or ring array of cameras
  • Synchronized shutter
  • Warp/blend between images to change viewpoint on
    time-frozen scene
  • http//www.ruffy.com/firingline.html

19
View Interpolation How?
  • Traditional Stereo Disparity Map
    pixel-by-pixel search for correspondence

(Lighter more Horiz. Separation)
20
View Interpolation How?
  • Store Depth at each pixel reproject
  • Coarse or Simple 3D model

21
View Interpolation
  • Problems
  • Visibility Changes
  • Disocclusion, or holes in the picture
  • Partial Answers
  • More Pictures
  • Interpolate Nearby Pixels
  • Better Multiple Samples (LDI Trees SIGG99)

Lview
Rview
22
Plenoptic Modeling (McMillan95)
  • Alerted CGI community to notion of Plenoptic
    Function
  • Solved depth order problem read images in
    occlusion-compatible order
  • Demonstrated reprojection from two spherical
    projections

23
Seitz View Morphing SIGG96
  • http//www.cs.washington.edu/homes/seitz/vmorph/v
    morph.htm
  • 1)Manually set some
  • corresp.points
  • (eye corners, etc.)
  • 2) pre-warp and
  • post-warp to match
  • points in 3D,
  • 3) Reproject for
  • Virtual cameras

24
Seitz View Morphing SIGG96
  • http//www.cs.washington.edu/homes/seitz/vmorph/vm
    orph.htm

25
Seitz View Morphing SIGG96
  • http//www.cs.washington.edu/homes/seitz/vmorph/vm
    orph.htm

26
Seitz View Morphing SIGG96
  • http//www.cs.washington.edu/homes/seitz/vmorph/vm
    orph.htm

27
Seitz View Morphing SIGG96
  • http//www.cs.washington.edu/homes/seitz/vmorph/vm
    orph.htm

28
Light Fields / Lumigraphs
  • Subset of Plenoptic Function
  • Let Convex Surface surround scene
  • Place in-facing camera at every surface point
  • Captures ALL viewing rays for object!
  • (But does NOT separate external light efx)

29
Light Fields / Lumigraphs
  • Two-plane parameterization
  • Generalized camera TWO image planes
  • Sets angle AND position
  • http//research.microsoft.com/MSRSIGGRAPH/96/Lumig
    raph.htm

L(u,v,s,t)
t
v
s
u
30
Light Fields / Lumigraphs
  • .

u
31
Hierarchical Layered Depth Images
  • A stack of unstructured 3-D sample points
  • Store, retrieve data at multiple resolutions
  • Eliminates redundant storage
  • Can be updated dynamically with new data (from
    renderer or camera)
  • Demonstrated for real-time walkthroughs

32
Hybrid Approaches
  • View-Based Modeling (Debevec 96)
  • Simple Initial Geometry (building box)
  • decorated by image textures shape details
  • Voxel-Carving (Dellaert? check this!)
  • Remove all voxels you can see through
  • Enough views?tight hull around geometry
  • Image-based Visual Hull (Matusic2000,2002)
  • Intersection of silhouettes defines enclosing
    surface
  • put light field on that surface

33
IBR-Motivating Opinions
  • Computer Graphics Hard (asymptotically false)
  • Complex! geometry, texture, lighting, shadows,
    compositing, BRDF, interreflections, etc. etc.,
    etc.,
  • Irregular! Visibility,Topology, Rendering Eqn.,
  • Isolated! Tough to use real objects in CGI vice
    versa
  • Slow! compute-bound, off-line only for good
    stuff,
  • Digital Imaging Easy (for 1 picture, yeah,
    but 10,000 ?!)
  • Simple! More quality? Just pump more pixels!
  • Regular! Vectorized, compressible, pipelined
  • Accessible! Use real OR synthetic (CGI) images!
  • Fast! Scalable, Image reuse, a path to
    interactivity

34
IBMR Difficulties
  • Sampling / Reconstruction problems
  • Brutal Force Bandwidth Memory Hog
  • Easy to Display??Difficult to Edit
  • Increased Flexibility ? Reduced Regularity
  • more complex storage / retrieval,
  • more computing,
  • less deterministic (cache miss, etc.)

35
Interesting Recent Work
  • Surface Light Fields for 3D PhotographyWood et
    al., SIGG2000 http//www.cs.washington.edu/homes/d
    aniel/siggraph2000-slf.pdf
  • Plenoptic Stitching Aliaga et al. SIGG2001
    http//www.bell-labs.com/user/aliaga/sig01.pdf
  • Single-view Modeling Seitz,CVPR2001
    http//grail.cs.washington.edu/projects/svm/
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