Estimation / Approximation Problems in 3D Photography Tom Duchamp, Department of Mathematics Werner Stuetzle, Department of Statistics University of Washington.

Slides:



Advertisements
Similar presentations
My PhD Thesis Work l With: n Tony DeRose (Computer Science) n Tom Duchamp (Mathematics) n John McDonald (Statistics) n Werner Stuetzle (Statistics) n...
Advertisements

An Introduction to Light Fields Mel Slater. Outline Introduction Rendering Representing Light Fields Practical Issues Conclusions.
Vision Sensing. Multi-View Stereo for Community Photo Collections Michael Goesele, et al, ICCV 2007 Venus de Milo.
Geometry Image Xianfeng Gu, Steven Gortler, Hugues Hoppe SIGGRAPH 2002 Present by Pin Ren Feb 13, 2003.
Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 10 Ravi Ramamoorthi
Progressive Transmission of Appearance Preserving Octree-Textures Camille Perin Web3D 2008 August 9, 2008 Julien LacosteBruno Jobard LIUPPA University.
Multiresolution Analysis of Arbitrary Meshes Matthias Eck joint with Tony DeRose, Tom Duchamp, Hugues Hoppe, Michael Lounsbery and Werner Stuetzle Matthias.
Xianfeng Gu, Yaling Wang, Tony Chan, Paul Thompson, Shing-Tung Yau
MATHIEU GAUTHIER PIERRE POULIN LIGUM, DEPT. I.R.O. UNIVERSITÉ DE MONTRÉAL GRAPHICS INTERFACE 2009 Preserving Sharp Edges in Geometry Images.
Computing 3D Geometry Directly From Range Images Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories.
Advanced Computer Graphics (Spring 2006) COMS 4162, Lecture 8: Intro to 3D objects, meshes Ravi Ramamoorthi
SIGGRAPH Course 30: Performance-Driven Facial Animation Section: Markerless Face Capture and Automatic Model Construction Part 2: Li Zhang, Columbia University.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lecture 21: Image-Based Rendering Ravi Ramamoorthi
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 4: 3D Objects and Meshes Ravi Ramamoorthi
Visualization and graphics research group CIPIC January 30, 2003Multiresolution (ECS 289L) - Winter MAPS – Multiresolution Adaptive Parameterization.
Content Subdivision First some basics (control point polygon, mesh)
Irregular to Completely Regular Meshing in Computer Graphics Hugues Hoppe Microsoft Research International Meshing Roundtable 2002/09/17 Hugues Hoppe Microsoft.
Surface Light Fields for 3D Photography Daniel N. Wood University of Washington SIGGRAPH 2001 Course.
Visualization and graphics research group CIPIC Feb 18, 2003Multiresolution (ECS 289L) - Winter Progressive Meshes (SIGGRAPH ’96) By Hugues Hoppe.
Surface Light Fields for 3D Photography Daniel Wood Daniel Azuma Wyvern Aldinger Brian Curless Tom Duchamp David Salesin Werner Stuetzle.
Part Two Multiresolution Analysis of Arbitrary Meshes M. Eck, T. DeRose, T. Duchamp, H. Hoppe, M. Lounsbery, W. Stuetzle SIGGRAPH 95.
Mathematical Aspects of 3D Photography Werner Stuetzle Professor and Chair, Statistics Adjunct Professor, CSE University of Washington Previous and current.
David Luebke Modeling and Rendering Architecture from Photographs A hybrid geometry- and image-based approach Debevec, Taylor, and Malik SIGGRAPH.
Computer Graphics Inf4/MSc Computer Graphics Lecture Notes #16 Image-Based Lighting.
Modeling and representation 1 – comparative review and polygon mesh models 2.1 Introduction 2.2 Polygonal representation of three-dimensional objects 2.3.
Computer graphics & visualization Point-Based Computer Graphics.
Projective Texture Atlas for 3D Photography Jonas Sossai Júnior Luiz Velho IMPA.
In the name of God Computer Graphics Modeling1. Today Introduction Modeling Polygon.
Advanced Computer Graphics (Spring 2013) CS 283, Lecture 15: Image-Based Rendering and Light Fields Ravi Ramamoorthi
Manuel Mesters - Subdivision Surfaces computer graphics & visualization Seminar Computer Graphics Geometric representation and processing: Subdivision.
Automatic Registration of Color Images to 3D Geometry Computer Graphics International 2009 Yunzhen Li and Kok-Lim Low School of Computing National University.
COLLEGE OF ENGINEERING UNIVERSITY OF PORTO COMPUTER GRAPHICS AND INTERFACES / GRAPHICS SYSTEMS JGB / AAS 1 Shading (Shading) & Smooth Shading Graphics.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
1 Surface Applications Fitting Manifold Surfaces To 3D Point Clouds, Cindy Grimm, David Laidlaw and Joseph Crisco. Journal of Biomechanical Engineering,
Geometry Images Xiang Gu Harvard University Steven J. Gortler Harvard university Hugues Hoppe Microsoft Research Some slides taken from Hugues Hoppe.
View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations Paul Green 1 Jan Kautz 1 Wojciech Matusik 2 Frédo Durand 1.
Semi-regular 3D mesh progressive compression and transmission based on an adaptive wavelet decomposition 21 st January 2009 Wavelet Applications in Industrial.
Stereo Many slides adapted from Steve Seitz. Binocular stereo Given a calibrated binocular stereo pair, fuse it to produce a depth image image 1image.
Game Programming 06 The Rendering Engine
1 Compressing Triangle Meshes Leila De Floriani, Paola Magillo University of Genova Genova (Italy) Enrico Puppo National Research Council Genova (Italy)
Digital Media Dr. Jim Rowan ITEC So far… We have compared bitmapped graphics and vector graphics We have discussed bitmapped images, some file formats.
Geometric Modeling using Polygonal Meshes Lecture 3: Discrete Differential Geometry and its Application to Mesh Processing Office: South B-C Global.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
CS418 Computer Graphics John C. Hart
Yizhou Yu Texture-Mapping Real Scenes from Photographs Yizhou Yu Computer Science Division University of California at Berkeley Yizhou Yu Computer Science.
MIT EECS 6.837, Durand and Cutler Texture Mapping & Other Fun Stuff.
Render methods. Contents Levels of rendering Wireframe Plain shadow Gouraud Phong Comparison Gouraud-Phong.
Scan of golf club (Laser Design) Computer model Scan of lower body (Textile and Clothing Technology Corp.) Fitted template (Dimension curves drawn.
Eigen Texture Method : Appearance compression based method Surface Light Fields for 3D photography Presented by Youngihn Kho.
CSc Computer Graphics Algorithm Lecture 20 Overview of 3D Modeling Techniques Ying Zhu Georgia State University.
APE'07 IV INTERNATIONAL CONFERENCE ON ADVANCES IN PRODUCTION ENGINEERING June 2007 Warsaw, Poland M. Nowakiewicz, J. Porter-Sobieraj Faculty of.
Subdivision Schemes. Center for Graphics and Geometric Computing, Technion What is Subdivision?  Subdivision is a process in which a poly-line/mesh is.
Applications and Rendering pipeline
1 Real-Time High-Quality View-dependent Texture Mapping using Per-Pixel Visibility Damien Porquet Jean-Michel Dischler Djamchid Ghazanfarpour MSI Laboratory,
POLYGON MESH Advance Computer Graphics
Advanced Computer Graphics
CS Computer Graphics II
Image-Based Rendering
Bashar Mu’ala Ahmad Khader
CSc 8820 Advanced Graphics Algorithms
Statistics and Information Technology
Mathematical Aspects of 3D Photography
Image Based Modeling and Rendering (PI: Malik)
Statistics and Information Technology
Statistics and Information Technology
Mesh Parameterization: Theory and Practice
A Volumetric Method for Building Complex Models from Range Images
Statistics and Information Technology
Presentation transcript:

Estimation / Approximation Problems in 3D Photography Tom Duchamp, Department of Mathematics Werner Stuetzle, Department of Statistics University of Washington Previous and current members of UW 3D Photography group: G. Arden, D. Azuma, A. Certain, B. Curless, T. DeRose, T. Duchamp, M. Eck, H. Hoppe, H. Jin, M. Lounsbery, J.A. McDonald, J. Popovic, K. Pulli, D. Salesin, S. Seitz, W. Stuetzle, D. Wood Funded by NSF and industry contributions. Most of the research published in a series of Siggraph papers. Prepared for MGA Workshop III: Multiscale structures in the analysis of High-Dimensional Data, UCLA, October , 2004

Outline of talk What is 3D Photography, and what is it good for ? Sensors Modeling 2D manifolds by subdivision surfaces Parametrization and multiresolution analysis of meshes Surface light fields (Smoothing on 2D manifolds) Conclusions

1. What is 3D Photography and what is it good for ? Technology aimed at capturing viewing manipulating digital representations of shape and visual appearance of 3D objects. Could have large impact because 3D photographs can be stored and transmitted digitally, viewed on CRTs, used in computer simulations, manipulated and edited in software, and used as templates for making electronic or physical copies

Modeling humans Anthropometry Create data base of body shapes for garment sizing Mass customization of clothing Virtual dressing room Avatars Scan of lower body (Textile and Clothing Technology Corp.) Fitted template (Dimension curves drawn in yellow) Full body scan (Cyberware)

Modeling artifacts Archival Quantitative analysis Virtual museums Image courtesy of Marc Levoy and the Digital Michelangelo project Left: Photo of David’s head Right: Rendition of digital model (1mm spatial resolution, 4 million polygons)

Modeling artifacts Images courtesy of Marc Rioux and the Canadian National Research Council Nicaraguan stone figurine Painted Mallard duck

Modeling architecture Virtual walk-throughs and walk- arounds Real estate advertising Trying virtual furniture Left image: Paul Debevec, Camillo Taylor, Jitendra Malik (Berkely) Right image: Chris Haley (Berkeley) Model of Berkeley CampanileModel of interior with artificial lighting

Modeling environments Virtual walk-throughs and walk arounds Urban planning Two renditions of model of MIT campus (Seth Teller, MIT)

2. Sensors Need to acquire data on shape and “color” Simplest idea for shape: Active light scanner using triangulation Laser spot on object allows matching of image points in the cameras Cyberware scanner Scanner output

A more substantial engineering effort: The Cyberware Full Body Scanner

“Color” acquisition Through digital photography Need to register images to geometry Watch out! “Color” can mean: RGB value for each surface point RBG value for each surface point and viewing direction BRDF (allows re-lighting) Will return to this point later

Output of sensing process 1,000’s to 1,000,000’s of surface points which we assemble into triangular mesh Collection of ~700 images taken from different directions Mesh generated from fish scans

Interlude: What does 3D photography have to do with this workshop? We estimate manifolds from data – 2D, but complex geometry and topology. We use multi-resolution representation of shape and “color”. We estimate radiance – a function on surface with values in function space. For every surface point we have function that assigns RGB values to directions. How did we come to work on this problem? Earlier methodological work (with Trevor Hastie) on principal curves – find a curve that “goes through the middle of a data set.” Theoretical work on principal curves and surfaces using calculus of variations. Where might principal surfaces be useful??

3. Modeling shape Why not stick with meshes ? Real world objects are often smooth or piecewise smooth Modeling a smooth object by a mesh requires lots of small faces Want more parsimonious representation Sensor data Fitted mesh Fitted subdivision surface

Subdivision surfaces (Catmull – Clark, Loop) Defined by limiting process, starting with control mesh (bottom left) Split each face into four (right) Reposition vertices by local averaging Repeat the process

Remarks Limiting position of each vertex is weighted mean of control vertices. Important question: what choices of weights produce smooth limiting surface ? Averaging rules can be modified to allow for sharp edges, creases, and corners (below) Fitting subdivision surface to data requires solving nonlinear least squares problem.

4. Parametrization and multiresolution analysis of meshes Idea: Decompose mesh into simple “base mesh” (few faces) and sequence of correction terms of decreasing magnitude Motivation: Compression Progressive transmission Level-of-detail control - Rendering time ~ number of triangles - No need to render detail if screen area is small Full resolution 70K faces LoD control 38K - 4.5K - 1.9K faces

Procedure (“computational differential geometry”) Partition mesh into triangular regions, each homeomorphic to a disk Create a triangular “base mesh”, associating a triangle with each of the regions Construct a piecewise linear homeomorphism from each region to the corresponding base mesh face Now we have representation of original as vector-valued function over the base mesh Natural multi-resolution sequence of spaces of PL functions on base mesh induced by 1-to-4 splits of triangles. (Lot of work…) PL homeomorphism

Texture mapping Homeomorphism allows us to transfer color from original mesh to base mesh This in turn allows us to efficiently color low resolution approximations (using texture mapping hardware) Texture can cover up imperfections in geometry PL homeomorphism Mesh doesn’t much look like face, but… What would it look like without texture ?

What we would see if we walked around the object

Thanks for your interest

Naïve idea: Associate color with direction of reflected light Better idea: Associate color with direction of incoming light. Higher coherence between points on surface Lumisphere can be easily obtained by reflecting around normal.

Naïve idea: Associate color with direction of reflected light Better idea: Associate color with direction of incoming light. Higher coherence between points on surface Lumisphere can be easily obtained by reflecting around normal.

Reflected reparameterization Before After

Median removal Median valuesSpecularResult

Geometry (fish) Reconstruction: 129,000 faces Memory for reconstruction: 2.5 MB Base mesh: 199 faces Re-mesh (4x subdivided): 51,000 faces Memory for re-mesh: 1 MB Memory with view-dependence: 7.5 MB

Compression (fish) Pointwise faired: Memory = 177 MBRMS error = 9 FQ (2000 codewords) Memory = 3.4 MBRMS error = 23 PFA (dimension 3) Memory = 2.5 MBRMS error = 24 PFA (dimension 5) Memory = 2.9 MBRMS error = ?

Breakdown and rendering (fish) For PFA dimension 3… Direction mesh: 11 KB Normal maps: 680 KB Median maps: 680 KB Index maps: 455 KB Weight maps: 680 KB Codebook: 3 KB Geometry w/o view dependence: <1 MB Geometry w/ view dependence: 7.5 MB Rendering platform: 550 MHz PIII, linux, Mesa Rendering performance: 6-7 fps (typical)

Camera positions Stanford Spherical Gantry Data acquisition (ii) Take photographs