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ImageBased Rendering

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Not just using images on geometry. Built on desire to bypass the manual ... From Adelson and Bergen, The Plenoptic Function and Elements of Early Vision. ... – PowerPoint PPT presentation

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Title: ImageBased Rendering


1
Image-Based Rendering
  • Part I
  • Introduction
  • Panoramas
  • Light Field, Lumigraph

2
What is Image-Based Rendering?
  • Not just using images on geometry
  • Built on desire to bypass the manual modeling
    phase
  • Can you use images (of some kind) either directly
    or at least for modeling?

3
Types of IBR
  • Images, MovieMaps, Lippmann, S80
  • Panoramas/Image Mosaics
  • QuicktimeVR, Chen S95
  • Others, like Szeliski S97, products
  • Light Fields, Lumigraph
  • Depth Images
  • Geometry from Images

4
Plenoptic Function
  • From Adelson and Bergen, The Plenoptic Function
    and Elements of Early Vision.
  • Captures the light received
  • at any point in space,
  • from any direction,
  • at any time.
  • Function of location, direction of gaze,
    wavelength, and time.

5
5D Plenoptic Function
  • Eliminate time
  • Use 3 component color
  • Left with 5D
  • Position
  • Orientation

6
Panoramas
  • 2D Plenoptic Function
  • Single center of projection
  • Only rotations
  • Stitched (QTVR, PhotoVista, etc.)
  • Panorama Tools at
  • http//www.fh-furtwangen.de/dersch/
  • Dual Fisheye lenses

7
Characteristics of Panorama
  • Relatively easy to make
  • 3D Navigation bad
  • Hot spots to click.
  • Cant really tell where to go next.
  • No sense of 3D

8
Columbias Omnicam
  • Web Site

9
Examples of video panoramas
  • BeHere
  • http//www.behere.com/index.html
  • http//www.behere.com/raiders300kbps.html
  • http//www.behere.com/espn_1_300kbps.html
  • iMove
  • http//www.smoothmove.com/

10
Light Field and Lumigraph
  • Take advantage of empty space to reduce Plenoptic
    Function to 4D
  • How and Why?

11
Empty Space ? 4D
  • Color is OK anywhere
  • along ray
  • as long as in empty space

12
Problem How do we store and find the rays?
  • In other words
  • How do we parameterize?
  • Issues
  • Efficient Calculation
  • Uniform Sampling

13
Two Plane Parameterization
14
Image to Lumigraph Mapping
15
Object Based
  • Can be made a cube around object

16
One Plane
  • Can have one plane at infinity

17
Images from uv Plane
18
Line Space
19
Sampling
20
Sampling
21
Resolution
  • In Lumigraph paper they suggested that the far
    plane needs to have resolution of the desired
    image.
  • Near can have lower
  • Far 128 to 512
  • Near 16 to 64

22
Filtering of Light Field
23
Depth Correction of Lumigraph
  • For ray (s,u), is (si1, up) the best sample?

24
Depth Correction
  • Note they say for well behaved radiance
    function. They mean non-specular.
  • Lumigraph changes basis (filtering support) based
    on local geometry (next slide).

25
Comparison
26
Comparison
27
Changed Basis
28
Making Light Field/Lumigraph
  • Rendered from synthetic model
  • Made from real world
  • With gantry
  • Handheld

29
From Synthetic Model
  • Sheared perspective projection

30
Gantry
  • Lazy Susan
  • Manually rotated
  • XY Positioner
  • Lights turn with lazy susan
  • Correctness by construction.

31
Handheld Camera
  • Blue screen on stage
  • Walls moveable, can turn

32
Camera Pose
  • Intrinsic parameters
  • Lens calibration
  • Pinhole projection
  • Radial distortion
  • Used Tsais algorithm (and code)
  • Extrinsic
  • Where is camera?
  • Use targets

33
Approximate Geometry
  • Blue screen to find object in each image
  • Use octree to represent volume of object
  • Project, hierarchically, the octree cells
  • Subdivide if not fully in/out.
  • External polygons collected
  • Smoothed
  • Used 4 levels of octree

34
Reconstruction of Lumigraph From Sparse Set of
Samples
  • Pictures not taken uniformly
  • Used Splat, Pull, Push algorithm
  • Splat onto full res
  • Pull to lower res
  • Push back to fill gaps

35
Compression
  • Treated more in Light Field paper
  • Vector Quantization
  • Lempel-Ziv
  • Compression 1201.
  • 402 MB to 3.4MB

36
Reconstruction
37
Quadrilinear Interpolation
  • Interpolate over hypercube of nearest locations
  • u, v, s, t
  • u, v, s, t 1
  • u, v, s 1, t
  • u, v, s 1, t 1

38
Run Example
39
Results
  • Light Field

40
Light Field Pages
  • Videos
  • Main page
  • http//www.graphics.stanford.edu/projects/lightfie
    ld/
  • Viewers for PC and SGI available.
  • Drag left mouse button to rotate the object.
  • Drag both buttons to zoom in and out.
  • Spacebar back to the starting position.

41
Concentric Mosaics
  • Different parameterization (3D)
  • Make vertical slit (line scan) images at
    concentric circles

42
Store Mosaic
  • As a panorama

43
Indexing into Mosaic
  • Find tangents at proper locations.

44
Off-Plane Rays
  • Not correct. They manually select a depth.

45
Making Mosaic
  • Use standard camera. Tangential or radial.

46
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