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The “Occlusion Problem” Timothy S. Milliron CS 598d, Princeton University
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What is the “Occlusion Problem?” zBetween two images, occlusion relationships might change unpredictably yBackground might be exposed yHoles in surfaces might result. zIBR needs more information to avoid artifacts zChen & Williams: Associate a depth-image with each RGB image.
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Another Approach zUse depth information to generate something more like a traditional mesh zPerform a 3-D warp on the texture-mapped mesh (which looks just like the image). zTraditional Z-buffering will (almost) solve the occlusion problem.
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Mark, McMillan, & Bishop zApplication: yIncrease frame-rates from 5 FPS to 60 FPS for expensive scenes yObtain good remote display performance zApproach: yRender a few frames traditionally (“reference” frames) per second, interpolate the rest.
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Solving the Occlusion Problem zTreat the image as a texture-mapped triangular mesh with depth encoded in the Z coordinate. zTo interpolate, perform a standard 3-D warp using triangulation and geometry zDepth-buffering should suffice to solve occlusion and ensure no holes in surfaces zBut...
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Rubber Sheets zAt object edges, triangles can be perpendicular to image plane, between foreground and background. yCause problems for occlusion zSolution: Tag triangles as “connected:” connected triangles are part of a surface yComplicated calculation zOkay, but …
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Undersampling zIf a surface is oblique to the camera in one reference frame, and the derived frame shows the surface head-on, the surface is “undersampled” yHoles in the surface result zSolution: “confidence” value for each pixel yMeasures how well a given view can “see” a surface
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View-Based Rendering zApplication: yViewing an arbitrary real-world object in 3-D from a concentric sphere around the object. xSpherical lumigraph: zApproach: yUse range-images to generate view-dependent triangular meshes to approximate the surface. yTexture-map the surface with the acquired image yComposite multiple views to form novel viewpoints and solve occlusion.
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“Soft” Z-Buffering zTo composite the meshes: yIf the z-values are not within some threshold, use the closest yIf they are, blend them, using three weights
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Weights (1) zFirst Weight: “Distance” from reference image (like Gouraud triangle interpolation) (corrects for image distortion)
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Weights (2) zObliqueness to camera (corrects for holes) yPrefer “head-on” images to “oblique” images
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Weights (3) zDistance from mesh boundary (less confident at the boundary) (corrects for polygonal error)
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Summary zAll IBR technologies that incorporate translation must solve the occlusion problem. zThere are various approaches yPurely image-based (RGB and Z-buffer) yPartially geometry-reconstructing (meshes and 3-D warps) zSpecial considerations yUsing existing graphics hardware.
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