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Interactive Deformation of Light Fields

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Interactive Deformation of Light Fields. Billy Chen. Eyal Ofek. Heung-Yeung Shum. Marc Levoy. Image-based rendering. Levoy et al., 1996. Shum et al., 1999. Zitnick ... – PowerPoint PPT presentation

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Title: Interactive Deformation of Light Fields


1
Interactive Deformation of Light Fields
  • Billy Chen
  • Eyal Ofek
  • Heung-Yeung Shum
  • Marc Levoy

2
Image-based rendering
Levoy et al., 1996
Shum et al., 1999
Zitnick et al., 2004
Uyttendaele et al., 2004
3
Previous work
  • Seitz, S., Kutulakos, K. N. Plenoptic image
    editing, In Proc. ICCV 1998.
  • Zhang, Z., Wang, L., Guo, B., Shum, H.-Y,
    Feature-based light field morphing, In Proc.
    SIGGRAPH 2002.
  • Weyrich, T., Pfister, H., Gross, M., Rendering
    deformable surface reflectance fields, In IEEE
    Transactions on Computer Graphics and
    Visualization.

4
Light field deformation
5
Outline
  • Coaxial light fields
  • Framework for deformation
  • Splitting
  • Deforming
  • Rendering
  • Results

6
Outline
  • Coaxial light fields
  • Framework for deformation
  • Splitting
  • Deforming
  • Rendering
  • Results

7
Coaxial light fields


8
(No Transcript)
9
(No Transcript)
10
Outline
  • Coaxial light fields
  • Framework for deformation
  • Splitting
  • Deforming
  • Rendering
  • Results

11
Splitting a light field
  • A sub-light field consists of
  • a bundle of rays
  • a deformation box

s
u
12
Sub-light field example
13
Projector-based light field segmentation
14

15
(No Transcript)
16
Outline
  • Coaxial light fields
  • Framework for deformation
  • Splitting
  • Deforming
  • Rendering
  • Results

17
Deformation
18
Ray warping
  • preserves mapping specified by the animator
  • preserves C0 continuity of points
  • maps lines to lines

19
Inverse view ray warping
20
Inverse view ray warping
21
Hardware accelerated warping
front id map
back id map
deformation
  • 256 x 256 resolution texture map
  • anisoptric filter for mip-mapped texture
  • 64 x 64 triangles
  • real-time with a NVIDIA GeForce 3

22
Outline
  • Coaxial light fields
  • Framework for deformation
  • Splitting
  • Deforming
  • Rendering
  • Results

23
Rendering and visibility
  • For each camera pixel
  • Segment ray
  • Warp ray
  • Render ray
  • Mask ray

24
Results
25
Conclusion
  • A pipeline for deforming light fields
  • Light field segmentation
  • Ray warping
  • Rendering multiple light fields
  • Coaxial light fields
  • Enables interactive deformation of
    photo-realistic objects
  • Applications photo-realistic rapid prototyping,
    games

26
Thank you
  • Reviewers
  • NSF (IIS-0219856-001)
  • DARPA (NBCH-1030009)
  • Elizabeth Chen, Vaibhav Vaish, Gaurav Garg

27
Failure cases
28
Video of acquisition process
29
Deformationand compositing
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