Title: ImageBased Rendering
1Image-Based Rendering
2What Is an Image
- A 2D array of pixels
- (a continuous function on )
- each pixel (x,y) has
- a RGB (and ?) value
- more ?
3What Is Rendering (1)
- Generation of a 2D image from a 3D scene
- The rendering pipeline
- Modeling
- Arranging geometric primitives in space
- Assembling objects from sets or hierarchies of
primitives - Assigning appearance parameters to the objects
(color, shininess, texture, transparency) - Describing how the objects move over time
(animation)
4What Is Rendering (2)
- Visibility
- Hidden-line
- Hidden-surface
- Hidden-volume
- Shading
- Display (frame buffer, z-buffer, CRT)
5Computer Graphics
6Problems of Geometric model Based Rendering
- Modeling is hard
- lack of realism
- Rendering is slow
- cost of rendering is dependent on the scene
complexity
7Computer Vision
8Computer Graphics Computer Vision
9(No Transcript)
10What Is Image-Based Rendering?(1)
11What Is Image-Based Rendering(2)
- Creating new views of a 3D environment based on
existing images - Advantages
- Speed,independent of scene complexity
- Source of images real or synthetic
- Disadvantages
- Memory usage
- Finite resolution
- possibly high precomputation costs
12Previous Work Before Image-based Rendering
- Texture-mapping
- Environment-mapping
- Movie Map
13Categories of Image-based Rendering
- Image mosaics
- Interpolation of images
- View morphing
- Interpolation from dense samples (Light field
rendering) - CG Rendering Acceleration
14Image Mosaics
Different Images
combination
Higher resolution or lager image
15Mosaic Image Representation
Planar Image
Cube
Sphere
Cylinder
16Work in Nakajima Lab --Box Mosaic
Using images with forward motion
- Model each image into subspaces
- Decompose images into sub-images
- Compose sub-images correspondingly
- Form a box-like pseudo-3D space
173-D modeling from one image
For each image Specify vanishing point
Model 3D scene as a box-like with 3D polygons
2D texture Extract less than five
sub-images 3D polygons
- Top
- Bottom
- Left
- Right
- Rear
183D modeling from image sequence
- Based on image sequence with forward motion
- Decompose each image into less than five
sub-images
- Compose sub-images correspondingly into large
2D images
- Form a box-like pseudo-3D space
19Image composition
Pseudo-3D space model A group of 3D
blocks
Four sides of pseudo-3D space Compose
correspondingly from four sides of
each blocks
Estimate coefficients between two images
20Experiment and results(1)
Source image sequence
21Experiment and results(2)
New views of virtual environment
22Interpolation From Samples
Interpolation Morphing
Novel image
gt2 images
- View morphing
- Interpolation from dense sample
23Image Morphing
- Rearrange pixels in an image
24View Morphing (1)
- Morphing between parallel views
- parallel views
- camera position
- camera parameter projective matrices
- linear interpolation of pixels of two images.
25View Morphing (2)
26View Morphing (3)
- Morphing between Non-parallel views
- Prewarp
- Morph
- Postwarp
27View Morphing (4)
28Interpolation From Dense Sample
29Light Field Rendering (1)
- 4D Light Field
- a snap shot in time
- monochromatic wavelength
- convex hull of a bounded object
30Light Field Rendering (2)
31Light Field Rendering (3)
32Light Field Rendering (4)
33Light Field Rendering (5)
34Light Field Rendering (6)
- Limitation
- Sampling density must be high
- Large, densely occluded environments
- Fixed illumination, static scenes
35Geometrically-Valid Pixel Reprojection
- Transfer method
- Use relatively small number of images
- Use geometric constraints
- Epipolar constraints
- Trilinear tensors
36Epipolar Geometry (1)
Left image plane
Right Image Plane
Left Optical Camera
Base Line
Right Optical Camera
- Epipole
- Epipolar plane
- Epipolar line
37Epipolor Geometry (2)
- Fundamental Matrix
- Point is in the novel view image
Point in image 0 point
in image 2 F fundamental
matrix of rank 2
38CG-Rendering Acceleration
- Depth Image
- RGB(?) value
- a Z (depth) value
- a Normal
- Depth image generation
- Ray tracing
- Z buffer
39 Depth Image Rendering
40Special Case
- Infinite Depth
- Translation Invariant
- Environment Map
- Co-planar points
- Texture mapping
- Nearby images
- 2D affine transform
41Work in Nakajima Lab (2)
- Purpose driving simulation
- Method video image-based rendering
Forward moving image sequence
Reproject
Virtual view
Depth Images
Simple Geometry
blend
Modeling
Rendering
42Algorithm
low resolution
Large field of view
High resolution
43Experiment Result
44Image-Based RepresentationsComparison
Representation
Movement
Geometry
Lighting
Geometry Materials
Continuous
Global
Dynamic
Geometry Images
Continuous
Global
Fixed
Image Depth
Continuous
Local
Fixed
Light Field
Continuous
None
Fixed
Movie Map
Discrete
None
Fixed
Panorama
None
None
Fixed
45Open Problem of Image-based Rendering
- Real imagery computer vision
- Camera pose hard to get
- Depth even harder to get
- Data Size maybe huge
- Changes Difficult
- light
- geometry