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Image-Based Rendering CS 446: Real-Time Rendering

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Title: Image-Based Rendering CS 446: Real-Time Rendering


1
Image-Based Rendering CS 446 Real-Time
Rendering Game Technology
  • David Luebke
  • University of Virginia

2
Demo
  • Today John Dimeo
  • Thursday Meng Tan

3
Image-Based Rendering
  • Youve been learning how to turn geometric models
    into images
  • Specifically, images of compelling 3D objects and
    worlds
  • Image-based rendering a relatively new field of
    computer graphics devoted to making images from
    images
  • Ex Quicktime VR

4
  • Quicktime VR

5
Images with depth
  • Quicktime VR is really just a 2D panoramic
    photograph
  • Spin around, zoom in and out
  • But what if we could assign depth to parts of the
    image?
  • Ex Tour Into the Picture

6
  • Tour Into the Picture

7
Tour Into the Picture
  • Software for
  • Selecting parts of an image
  • Assigning a vanishing point for depth of
    background objects
  • Assigning depth to foreground objects
  • Painting in behind objects

8
Image-Based Modeling and Editing Byong Mok Oh,
Max Chen, Julie Dorsey, and Fredo Durand
9
Depth per pixel
  • What if we could assign an exact depth to every
    pixel?
  • Ex MIT Image-Based Editing system

10
Depth per pixel continued
  • What if we had a camera that automatically
    acquired depth at every pixel?
  • Ex deltasphere
  • Ex Monticello project

11
Laser rangefinder scanner
  • Deltasphere 3000 by 3rdTech
  • Time of flight laser rangefinder
  • Infrared or red visible
  • 20,000 samples per second
  • 40 foot range
  • Accuracy 1 mm
  • Panoramic scanner with spinning mirror to scan
    all directions
  • High-resolution digital camera with same nodal
    point
  • Many similar products for different niches

12
An aside Virtual Monticello
  • Switch presentations

13
The Goal From this
14
to this
15
to this
16
to this.
17
Scanning MonticelloChallenges
  • Single scan 5-10 million points
  • Each room 4-6 scans
  • Jeffersons private suite 5 rooms

18
Point cloud ? mesh
  • Simplest approach connect the dots
  • (Demo)

19
Point cloud ? mesh
  • Problems
  • Shouldnt always fill holes
  • Need to merge multiple scans

20
Distance field
  • Instead build volumetric distance field, extract
    zero-valued isosurface
  • Robust to small errors within and between scans
  • Guaranteed to produce watertight mesh

21
Distance fieldsEfficient construction
  • Usually represent DF on uniform grid
  • Naive approach to constructing DF
  • Visit every grid cell (voxel)
  • Find nearest polygon in mesh
  • Record distance to voxel center
  • So whats the problem?
  • Would like at least 1024x1024x1024 voxels
  • 5-10 million polygons in mesh

22
Distance fieldsEfficient construction
  • Could instead represent DF hierarchically
  • Our approach
  • Walk through the scan file, inserting points into
    grid
  • Calculate local normal vector to mesh
    incrementally
  • Propagate distance from mesh outward from voxel
    containing point, to some maximum ramp width
  • Use low-res 1-bit occupancygrid to indicate
    which voxelsintersect mesh
  • Walk through occupied voxelsto produce mesh

23
Some Results
A single scan of Monticello library room (after
range noise reduction)
24
Some Results
Reconstructed model 2.86 million vertices, 5.53
million triangles. Simplified to 1 million
triangles.
25
Some Results
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