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View Interpolation and Quicktime VR

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... and Quicktime VR. Presenting. View Interpolation ... Supports 360 degree horizontal rotation. Less than 180 degree vertical rotation. Camera Zooming ... – PowerPoint PPT presentation

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Title: View Interpolation and Quicktime VR


1
View 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

2
View Interpolation for Image Synthesis
  • How to generate intermediate views using 3-d
    Morphing of nearby images

3
View 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

4
View 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

5
View 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

6
View 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

7
View Interpolation Results
Rendered Images
Interpolated Images (middle two)
8
Viewpoint 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

9
Viewpoint 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

10
QuickTime VR - An Image-Based Approachto Virtual
Environment Navigation
Simulation of a camera's motions in photographic
or computer synthesised spaces
11
Quicktime 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

12
QuickTime 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

13
QuickTime 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

14
QuickTime 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
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