Title: View Interpolation and Quicktime VR
1View Interpolation and Quicktime VR
- Presenting
- View Interpolation for Image Synthesis
- Shenchang Eric Chen
- Lance Williams
- and
- QuickTime VR - An Image-Based Approach
- to Virtual Environment Navigation
- Shenchang Eric Chen
2View Interpolation for Image Synthesis
- How to generate intermediate views using 3-d
Morphing of nearby images
3View Interpolation Motivation
- Traditional 3d rendering speed is dependent on
scene complexity - Complex scenes may render too slowly to be
interactive - Geometrically modeling scenes is time-consuming
and labor intensive - Image-based approach can save time
- Storing large numbers of intermediate views
requires larges amounts of data - Interpolating views on-the-fly saves space
4View Interpolation Implementation
- Step 1
- Establish Pixel
- Correspondence
- Determine pixel location in 3-space
- Use camera transformations to determine pixel
offset vectors - Store offset vectors in morph map
5View Interpolation Implementation
- Step 2
- Interpolate Correspondences
- Use linear interpolation and forward differencing
to determine new pixel location - Could also use quadratic, cubic etc.
interpolation - Small view offsets will produce better results
- Special transformations may be simplified
- Movement parallel or perpendicular to the viewing
plane
6View Interpolation Implementation
- Step 3
- Image Composting
- Overlaps resolved by z-buffering
- Holes filled by re-rendering or 2d interpolation
- Use more viewpoints to create fewer holes
7View Interpolation Results
Rendered Images
Interpolated Images (middle two)
8Viewpoint Interpolation Applications
- Virtual Reality
- Generate photorealistic interactive 3d
walkthroughs from a limited set of basis images - Motion Blur
- Blur fast moving objects by generating large
numbers of intermediate images without having to
fully render them - Soft Shadows
- Interpolate multiple shadow buffers to simulate
area lighting - Image-based primitives
- No need for mathematical object description
9Viewpoint Interpolation Tradeoffs vs.
Traditional Rendering
- Advantages
- No 3d model required
- Speed independent of scene complexity
- Generate new views from previously acquired images
- Disadvantages
- Requires per-pixel range information
- Requires precise description of camera movements
- No viewpoint-specific lighting effects
10QuickTime VR - An Image-Based Approachto Virtual
Environment Navigation
Simulation of a camera's motions in photographic
or computer synthesised spaces
11Quicktime VR Motivation
- Speed
- Interactive framerates are difficult to achieve
with traditional photorealistic rendering - Accomodation of real scenes
- Real-world details difficult to process through
modeling and rendering without loss of quality - Scene complexity independence
- Traditional renderers tend to bog down with more
complex scenes
12QuickTime VR Implementation
- Camera Rotation
- Achieved through non-linear warping of a
cylindrical environment map - Actual implementation not discussed
- Supports 360 degree horizontal rotation
- Less than 180 degree vertical rotation
- Camera Zooming
- Done by changing camera field of view
- Multi-resolution textures are used to speed up
zoomed-out views
13QuickTime VR Implementation
- Object Rotation
- Supported with a simple 2d movie of all possible
viewpoints of the object - Camera Movement
- Camera is only allowed to move from one
predefined point to another - Free-form movement possible through view
interpolation, but not implemented in QuickTime VR
14QuickTime VR Tradeoffs vs. Standard 3d rendering
- Advantages
- Render Time independent of scene complexity
- Ability to render photographically acquired
real-world scenes
- Disadvantages
- Inaccurate viewpoint specific lighting
- Camera movement limited to predefined viewpoints