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Image Based Modeling and Rendering

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Create a virtual environment using a cylindrical panorama ... Given a set of images of a scene, determine pixel correspondences between images, ... – PowerPoint PPT presentation

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Title: Image Based Modeling and Rendering


1
Image Based Modeling and Rendering
  • Synopsis of Papers Presented

2
QuickTime VR
  • Goal
  • Create a virtual environment using a cylindrical
    panorama
  • Rotate a camera on a tripod, then stitch the
    images together
  • Weaknesses
  • No parallax
  • No smooth transition between cylinders

3
View Interpolation for Image Synthesis
  • Idea
  • Given a set of images of a scene, determine pixel
    correspondences between images, then provide a
    morph that will allow the user to view the scene
    from arbitrary locations, by morphing between
    images
  • Drawbacks
  • Camera position and orientation, as well as range
    data, needed

4
View Interpolation for Image Synthesis (2)
  • Main Points
  • Computing pixel correspondences
  • Compositing images
  • Overlaps
  • Holes
  • Optimizations
  • Block compression
  • View independent visible priority

5
Plenoptic Modeling
  • Provides framework for IBMR
  • Plenoptic function
  • Describes all light at a particular location in
    space viewed a particular direction

6
Plenoptic Modeling (2)
  • Take cylindrical images
  • Use epipolar curves to find pixel correspondences
  • Ordering algorithm developed to speed up rendering

7
Plenoptic Stitching
  • 4D paramaterization of the plenoptic function
  • Provides interactive walkthroughs of environments
  • Capture the environment using an omnidirectional
    camera
  • Construct image loops through the environment
  • Image reconstruction based on the loop the viewer
    is currently in

8
Modeling and Rendering Architecture from
Photographs
  • Goal
  • Render architectural scenes without complete
    modeling
  • Three contributions
  • Photogrammetric modeling
  • View-dependent texture mapping
  • Model-based stereo

9
Modeling and Rendering Architecture from
Photographs
  • Photogrammetric Modeling
  • Mark edges on images, correspond them to blocks
    in the model
  • Images are mapped to the blocks
  • View-Dependent Texture Mapping
  • Map original images onto the model based on the
    current viewpoint
  • Model-based steropsis
  • Compute depth map for key image
  • Use that map for the image reprojection

10
View Morphing
  • Goal
  • create transitions between two images that are
    smooth and require no 3D information
  • Method
  • Prewarp the two images
  • Morph
  • Postwarp the image

11
View Morphing (2)
  • Want shape preserving image interpolation
  • Need
  • Two images
  • Their projection matrices
  • Correspondence between pixels in the images
  • Prewarp both images to common plane
  • Morph interpolate positions an colors between
    prewarped images to new position
  • Postwarp to put new image to correct position

12
Rendering with Concentric Mosaics
  • 3D approximation of the plenoptic function
  • Mount a camera on a beam
  • Rotate the beam, taking images as you go
  • Construct novel views based on slit images from
    the images you have taken
  • Gives horizontal parallax

13
Multiple Center-of-Projection Images
  • Rather than using a number of images, use a
    single image that has been captured from multiple
    locations
  • Take slit images, moving the camera to new
    locations for each new slit image
  • Combine the slit images into a single MCOP image
  • Knowing the camera position for each slit image,
    the image can be projected for novel views

14
Video Mosaics for Virtual Environments
  • Goal
  • Mosaic images together automatically
  • How
  • Align different pieces of a scene into a larger
    picture, then seamlessly blend them together
  • Must compute transformations that relate the
    pieces together
  • Iterate using an error minimization routine

15
Video Mosaics for Virtual Environments (2)
  • To deal with local minima
  • Hierarchical matching
  • Phase correlation
  • Sidebar in the paper that discusses projective
    transformations

16
The Lumigraph
  • 4D approximation to the Plenoptic Function
  • Assume no participating media
  • Images parameterized by two parallel planes (s,
    t, u, v)
  • Capture images using hand-held camera and
    calibration markers
  • Construct novel views from the given images

17
Light Field Rendering
  • Similar to Lumigraph
  • They use a computer controlled gantry to gather
    images
  • Compression
  • Vector quanitization
  • Entropy coding

18
Layered Depth Images
  • Main Ideas
  • Use images to generate novel views
  • Need more than traditional texture mapping
  • Main contributions
  • Sprites with depth
  • Layered depth images

19
Layered Depth Images (2)
  • Sprites with Depth
  • Keep per pixel depths for sprites
  • Gives internal parallax
  • Layered depth images
  • Depth pixel
  • Store RGBA, Z, and splat index
  • Layered Depth Pixel
  • store of layers, array of depth pixels
  • Layered Depth Image
  • Store camera info, 2D array of layered depth
    pixels

20
Layered Depth Images (3)
  • Viewing an LDI
  • Warp LDI to new view
  • Splat pixels to output image
  • Perform warp using McMillans ordering algorithm
    based on the epipolar point

21
Tour Into The Picture
  • Idea
  • Make an animation from a 2D image
  • Steps
  • Separate foreground objects from background
  • Determine vanishing point, set up perspective
  • Model background with 5 polygons
  • Create billboards for foreground objects
  • Allow the user to fly through the scene
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