The Uncanny Valley in 3D Modeling Steve Seitz and Rick Szeliski BIRS Workshop on Computer Vision and the Internet August 31, 2009.

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Presentation transcript:

The Uncanny Valley in 3D Modeling Steve Seitz and Rick Szeliski BIRS Workshop on Computer Vision and the Internet August 31, 2009

The Uncanny Valley "The uncanny valley hypothesis holds that when robots and other facsimiles of humans look and act almost like actual humans, it causes a response of revulsion among human observers. The "valley" in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot's lifelikeness. It was introduced by Japanese roboticist Masahiro Mori in 1970."

Final Fantasy

Polar Express

Façade

1.Select building blocks 2.Align them in each image 3.Solve for camera pose and block parameters (using constraints)

View-dependent texture mapping 1.Determine visible cameras for each surface element 2.Blend textures (images) depending on distance between original camera and novel viewpoint

Model-based stereo Compute offset from block model Some more results:

Graz reconstruction

Photo Tourism

Piecewise planar proxies Sinha, Steedly, Szeliski ICCV’09 us/um/redmond/groups/ivm/PlanarStereo/

Reflections

Change blindness

Lightness constancy

Image Based Rendering Real Scene Real Cameras -or- Expensive Image Synthesis Images+Model Image Output Synthetic Camera

Graphics/Imaging Continuum LumigraphLight field Geometry centric Image centric Warping Interpolation Polygon rendering + texture mapping Fixed geometry View- dependent geometry View- dependent texture Concentric mosaics Sprites with depth LDI

Video-Based Walkthroughs Move camera along a rail (“dolly track”) and play back a 360  video Applications: –Homes and architecture –Outdoor locations (tourist destinations)

Surround video acquisition system OmniCam (six-camera head)

OmniCam Built by Point Grey Research (Ladybug) Six camera head Portable hard drives, fiber-optic link Resolution per image: 1024 x 768 FOV: ~100 o x ~80 o Acquisition speed: 15 fps uncompressed

Acquisition platforms Robotic cart Wearable

Video Textures How can we turn a short video clip into an  amount of continuous video? –dynamic elements in 3D games and presentations –alternative to 3D graphics animation? [Schödl, Szeliski, Salesin, Essa, SG’2000]

Video Textures uFind cyclic structure in the video u(Optional) region-based analysis uPlay frames with random shuffle uSmooth over discontinuities (morph)

A complete animation