Siggraph’2000, July 27, 2000 Jin-Xiang Chai Xin Tong Shing-Chow Chan Heung-Yeung Shum Microsoft Research, China Plenoptic Sampling SIGGRAPH’2000
Siggraph’2000, July 27, D Graphics vs. IBR Traditional 3D graphics approaches Interactive Hardware support Image-based approaches Realistic Fast Easier to construct
Siggraph’2000, July 27, 2000 Rendering with No Geometry Plenoptic functions 7D: Complete function (Adelson & Bergen) 5D: Ignore time and wavelength (McMillan & Bishop) 4D: Inside bounding box (Lightfield/Lumigraph) 3D: Moving in a planar region (Concentric Mosaics) 2D: At the same viewpoint (Panorama)
Siggraph’2000, July 27, 2000 Light Field/Lumigraph Rendering Image Plane Camera Plane Light Field Capture Rendering
Siggraph’2000, July 27, 2000 The Minimum Sampling Problem How many images are needed for anti-aliased light field rendering?
Siggraph’2000, July 27, 2000 The Minimum Sampling Problem Complexity of the scene Depth Texture Number of input images Output resolution
Siggraph’2000, July 27, 2000 The Minimum Sampling Problem Previous work on light field sampling Holographic Stereogram (Halle ’ 94) Prefiltering light field (Levoy and Hanrahan ’ 96 )
Siggraph’2000, July 27, 2000 Our Approach Light field rendering = Signal reconstruction Minimum sampling from Nyquist limits High dimensionality Nonlinear A spectral analysis of 2D light field signal
Siggraph’2000, July 27, 2000 A Spectral Analysis Spectral analysis of 2D continuous light field
Siggraph’2000, July 27, 2000 A Constant Plane Z vt t v Z1Z1 Z1Z1
Siggraph’2000, July 27, 2000 Two Constant Planes Z vt Z1Z1 Z2Z2 t v Z1Z1 Z2Z2
Siggraph’2000, July 27, 2000 Between Two Planes Z vt t v Z1Z1 Z1Z1 Z2Z2 Z2Z2
Siggraph’2000, July 27, 2000 Between Two Planes Z vt t v Z1Z1 Z1Z1 Z2Z2 Z2Z2
Siggraph’2000, July 27, 2000 A Spectral Analysis Spectral analysis of sampled light field
Siggraph’2000, July 27, 2000 Sampled: Camera Spacing
Siggraph’2000, July 27, 2000 Sampled: Image Resolution
Siggraph’2000, July 27, 2000 Light Field Reconstruction
Siggraph’2000, July 27, 2000 Light Field Reconstruction
Siggraph’2000, July 27, 2000 Light Field Reconstruction
Siggraph’2000, July 27, 2000 Rendering With Optimal Plane
Siggraph’2000, July 27, 2000 Light Field Reconstruction
Siggraph’2000, July 27, 2000 Minimum Sampling Curve Joint Image and Geometry Space Minimum Sampling Curve Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 Minimum Sampling Curve Redundant for Rendering Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 More Geometry: 3 Layers Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, Layers Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, Layers Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, Layers Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, Layers Number of Depth Layers Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera iCamera i+1
Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera iCamera i+1 Disparity Error < 1 Pixel Rendering Camera
Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera iCamera i+1 Rendering Camera
Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera i Camera i+1 Rendering Camera
Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera i Camera i+1 Rendering Camera
Siggraph’2000, July 27, 2000 Optimal Distance Rendering Camera A Geometrical Intuition Camera iCamera i+1 Zmax Zmin Depth Layer 1 Depth Layer 2 Optimal Distance
Siggraph’2000, July 27, 2000 Plenoptic Sampling 48X48 Images No Depth 16X16 Images 3Bits Depth
Siggraph’2000, July 27, 2000 Plenoptic Sampling 48X48 Images without Depth24X24 Images with 7Bits Depth Antialiasing Rendering Needs 2930X2930 images = 5,000GB Antialiasing Rendering Needs 24X24 RGBD images = 0.5GB
Siggraph’2000, July 27, 2000 Plenoptic Sampling Number of Depth Layers 1 Number of Images Light Field Rendering Redundancy Minimum Sampling Rate
Siggraph’2000, July 27, 2000 Plenoptic Sampling Number of Depth Layers Number of Images Redundant for Rendering Maximum Resources Joint Image and Geometry Space 1
Siggraph’2000, July 27, 2000 Plenoptic Sampling Number of Depth Layers Number of Images Higher Output Resolution
Siggraph’2000, July 27, 2000 Unifying 3D Graphics and IBR? The same rendering quality can be achieved with a combination of images and geometry
Siggraph’2000, July 27, 2000 IBR: Sampling Sampling: design principles for IBR Application 1: Geometry-assisted image dataset reduction Application 2: Image-based geometry simplification Application 3: Rendering-driven vision reconstruction
Siggraph’2000, July 27, 2000 Future Work Occlusion: More accurate model of spectral support Surface model: Remove the limitation of constant depth model BRDF: Beyond Lambertian model
Siggraph’2000, July 27, 2000 End of the Talk Thank you