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Rendering%20with%20Concentric%20Mosaics

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Title: Rendering%20with%20Concentric%20Mosaics


1
Rendering with Concentric Mosaics
  • Heung Yeung Shum
  • and
  • Li Wei He

Presentation By Jonathan A. Bockelman
2
Agenda
  1. A general description of concentric mosaics
  2. Rendering concentric mosaics
  3. Capturing concentric mosaics
  4. Some examples
  5. Issues that still need to be resolved and future
    plans
  6. A brief demo

3
Rendering Made Easy... Sort of
  • Problems with traditional rendering schemes
  • The appeal of image-based modeling and rendering
  • The plenoptic function

4
History of Plenoptic Functions
5
What is a Concentric Mosaic?
  • A manifold mosaic
  • A 3D plenoptic radius, rotation angle, and
    vertical elevation
  • A 3D image built from a series of 360 slit images

6
Rendering a Novel View
  • Any point within the outermost circle can be the
    viewpoint
  • Rays tangent to the camera paths are used
  • Bilinear interpolation between neighboring
    mosaics can also be used

7
The Problem of Non-Planar Rays
  • Rays off the plane need to be approximated
  • Objects assumed to have an infinite depth
  • Vertical distortion is created

8
The Need for Depth Correction
  • Depth correction can fix the vertical distortion
  • 3 types of depth correction exist

9
Full Perspective Correction
  • Individual corrections are made for each pixel
  • Exact depths of objects are necessary
  • Hole-filling problems are a complication
  • Excellent results are seen in synthetic scenes

10
Weak Perspective Correction
  • Corrections are made for each vertical line
  • Estimated depths are calculated
  • Vertical distortions can occur

11
Constant Depth Approximation
  • A constant depth is used
  • Users can control the assumed depth
  • Vertical distortions are produced if the wrong
    depth is given

12
Consequences of a 3D function
  • Vertical parallax is not captured
  • Much smaller data sets are required
  • Users can move in a circular region

13
Synthetic Mosaics
  • 3D Studio Max can be used
  • Images are cut into slits
  • Depth values for each pixel can be found
  • Sampling is a bit tricky

14
How NOT to Do Real World Scenes
  • A series of single-slit cameras on a rotating
    beam
  • A single camera that can slide along a beam

15
The Lone Camera
  • A single off-centered camera sits on a rotary
    table
  • Regular images are taken
  • Multiple concentric mosaics can be recreated from
    one image

16
Ideal Solution
  • A single camera can produce distortion
  • A few tangential cameras along a beam can correct
    the problem

17
How the Pros Do It
  • An single ordinary digital video camera is used
    with a rotary table
  • The camera faces radially outward
  • 1351 frames are captured in 90 seconds
  • The system is incredibly simple and efficient

18
The Lobby Scene
3 concentric mosaics from a lobby scene
19
Occlusion
20
Horizontal Parallax
21
Lighting and Glare
22
Constant Depth Correction Revisited
  • Aspect ratios are maintained at the chosen depth
  • Objects at other depths are distorted

23
Point vs. Bilinear Sampling
  • Point sampling is twice as fast, but image
    quality is lower
  • Bilinear sampling is slower, but images are much
    smoother

24
Compression
  • Since adjacent frames are very similar, a
    majority of the data can be compressed.
  • Vector quantization and entropy coding allow the
    415Mb original video to be shrunk to 16Mb.
  • MPEG4 compression can reduce the data size to
    640k, but blocky artifacts are created.

25
Why Use Concentric Mosaics?
  • Quick and easy image capture
  • Parallax and specular highlights are preserved
  • Much smaller data sets than Lumigraphs
  • No messy geometry and lighting
  • User interaction is automatically incorporated

26
Future Endeavors
  • Correcting vertical distortion
  • Increasing the region of motion
  • Improving compression ratios

27
One Last Example
28
Demo
29
Mathematical Madness
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