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Quick Time VR

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Quick Time VR. An Image-Based Approach to Virtual Environment Navigation ... By: Shenchang Eric Chen, Lance Williams. Apple Computer, Inc. ... – PowerPoint PPT presentation

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Title: Quick Time VR


1
Quick Time VR An Image-Based
Approach to Virtual Environment Navigation
By Shenchang Eric Chen, Lance Williams
Apple Computer, Inc.
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Cons 1- Only 3 degrees of freedom (plus zoom)
(you can point the camera in any direction,
but you can't move the camera) 2- Scenes must be
static (you can do looping animations, but
user-controlled objects don't work well) 3-
Storage requirements can be large
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Pros 1- Rendering time is proportional to view
size, not scene complexity. 2- No special 3D
hardware is necessary for reasonable
performance with real-time rendering. 3-
Rendering is just a simple warping of a portion
of the full image.
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  • Memory Usage
  • Environment maps are diced into tiles to optimize
    memory page usage
  • Each tile is converted to a MipMap to reduce
    swapping irrespective of zoom
  • Finally the tiles are compressed

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  • QuickTime specific stuff
  • 3 Tracks -- Node with links to other nodes,
    Environment map (the scene), Hot spot masks
  • Support for object rotation (orbiting camera)
  • Event driven interaction follows link to another
    node when a hot-spot is clicked

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View Interpolation for Image Synthesis By
Shenchang Eric Chen, Lance Williams Apple
Computer, Inc.
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Interpolation requires d 1 images where d is
the number of degrees of freedom that the camera
has. For QTVR, the camera only needs 3 degrees
of freedom (because the other 3 are implicitly
handled) Linear weights for each image are
computed to sum to 1. (Linear interpolation)
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  • Primary objective is performance
  • Correspondence maps are precomputed between every
    pair of images.
  • Maps every source pixel to a destination location
  • Maps are needed in both directions due to holes
  • Stored as vector offsets
  • Grouped into quadtree blocks
  • Interpolation is computed for entire block at a
    time
  • Blocks are sorted by their average source image z
    value and displayed back to front in order to
    handle occlusions without the overhead of a
    z-buffer

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Holes
Interpolated from neighbor pixels
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Motion Blur Jerky motion caused by instant
sampling--aliasing in temporal domain Fixed by
supersampling over time and averaging images
together
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Shadows First render shadows from two or more
light sources Compute morph-map only for
shadows Interpolate shadows from other light
sources
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