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Image-Based Visual Hulls Wojciech Matusik Chris Buehler Leonard McMillan Wojciech Matusik Chris Buehler Leonard McMillan Massachusetts Institute of Technology Laboratory for Computer Science Ramesh Raskar Steven J. Gortler University of North Carolina at Chapel Hill Steven J. Gortler Harvard University
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Motivation Real-time acquisition and rendering of dynamic scenes
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Previous Work Virtualized Reality (Rander’97, Kanade’97, Narayanan’98) Virtualized Reality (Rander’97, Kanade’97, Narayanan’98) Visual Hull (Laurentini’94) Visual Hull (Laurentini’94) Volume Carving (Potmesil’87, Szeliski’93, Seitz’97) Volume Carving (Potmesil’87, Szeliski’93, Seitz’97) CSG Rendering (Goldfeather’86, Rappoport’97) CSG Rendering (Goldfeather’86, Rappoport’97) Image-Based Rendering (McMillan’95, Debevec’96, Debevec’98) Image-Based Rendering (McMillan’95, Debevec’96, Debevec’98)
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Contributions View-dependent image-based visual hull representation View-dependent image-based visual hull representation Efficient algorithm for sampling the visual hull Efficient algorithm for sampling the visual hull Efficient algorithm computing visibility Efficient algorithm computing visibility A real-time system A real-time system
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What is a Visual Hull?
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Why use a Visual Hull? Can be computed robustly Can be computed robustly Can be computed efficiently Can be computed efficiently - =background+foregroundbackgroundforeground
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Rendering Visual Hulls Reference 1 Reference 2 Desired
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Build then Sample Reference 1 Reference 2 Desired
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Build then Sample Reference 1 Reference 2 Desired
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Build then Sample Reference 1 Reference 2 Desired
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Build then Sample Reference 1 Reference 2 Desired
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Build then Sample Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Sample Directly Reference 1 Reference 2 Desired
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Direct Sampling Advantages Line interval intersections are robust Line interval intersections are robust Direct sampling gives us exact rendering Direct sampling gives us exact rendering Can be computed efficiently in image space Can be computed efficiently in image space
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Image-Based Computation Reference 1 Reference 2 Desired
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Observation Incremental computation along scanlines Incremental computation along scanlines Desired Reference
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Binning Epipole Sort silhouette edges into bins Sort silhouette edges into bins
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Binning Epipole Sort silhouette edges into bins Sort silhouette edges into bins
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Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 1
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Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 2 Bin 1
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Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 3 Bin 1 Bin 2
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Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 4 Bin 1 Bin 2 Bin 3
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Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 5 Bin 1 Bin 2 Bin 3 Bin 4
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Binning Sort silhouette edges into bins Sort silhouette edges into bins Epipole Bin 5 Bin 1 Bin 2 Bin 3 Bin 4
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Scanning Epipole Bin 1
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Epipole Bin 2 Scanning
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Epipole Bin 2 Scanning
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Epipole Bin 2 Scanning
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Epipole Bin 4 Scanning
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Epipole Bin 5 Scanning
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Coarse-to-Fine Sampling
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IBVH Results Approximately constant computation per pixel per camera Approximately constant computation per pixel per camera Parallelizes Parallelizes Consistent with input silhouettes Consistent with input silhouettes
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Video of IBVH
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Shading Algorithm A view-dependent strategy A view-dependent strategy
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Visibility Algorithm
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Visibility in 2D Desired view Reference view
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Visibility in 2D Desired view Reference view Front-most Points
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Visibility in 2D Desired view Reference view Visible
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Visibility in 2D Desired view Reference view Coverage Mask
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Visibility in 2D Desired view Reference view Coverage Mask Visible
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Visibility in 2D Desired view Reference view Coverage Mask Visible
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Visibility in 2D Desired view Reference view Coverage Mask VisibleNot
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Visibility in 2D Desired view Reference view Coverage Mask
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Visibility in 2D Desired view Reference view Coverage Mask Visible
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Visibility in 2D Desired view Reference view Coverage Mask
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Visibility in 2D Desired view Reference view Coverage Mask VisibleNot
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Shaded Visual Hulls
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System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client
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System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Trigger Signal
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System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client
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System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Compressed video
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System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Intersection
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System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Visibility
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System Server (4x 500 Mhz) Camera Client Camera Client Camera Client Camera Client Shading
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More IBVH Results
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Future Work 3D teleconferencing 3D teleconferencing Virtual sets Virtual sets Post-production camera effects Post-production camera effects Mixed reality Mixed reality
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Summary Visual hulls with texture can provide a compelling real-time visualizations Visual hulls with texture can provide a compelling real-time visualizations Visual hulls can be computed accurately and efficiently in image space Visual hulls can be computed accurately and efficiently in image space View dependent shading with visibility View dependent shading with visibility
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Acknowledgements DARPA ITO Grant F30602-971-0283 DARPA ITO Grant F30602-971-0283 A generous grant from Intel Corporation A generous grant from Intel Corporation NSF Career Awards 9875859 & 9703399 NSF Career Awards 9875859 & 9703399 Tom Buehler & Kari Anne Kjølass Tom Buehler & Kari Anne Kjølass Thanks to all members of the MIT Computer Graphics Group
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