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Surface Light Fields for 3D Photography Daniel N. Wood University of Washington SIGGRAPH 2001 Course
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Collaborators ( and co-authors on SIGGRAPH 2000 paper ) Daniel Azuma Wyvern Aldinger Brian Curless Tom Duchamp David Salesin Werner Stuetzle University of Washington
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Outline 1.Surface light field representation 2.Compression primer 3.Surface light fields for 3D photography With details of compression And a preliminary look at a new compression algorithm
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Surface light fields
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Lumisphere-valued “texture” maps Lumisphere
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Surface light fields in flatland s
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s
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s
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Compression primer Singular value decomposition (or principal components analysis) –Handling color –Using regions –Reflection parameterization Vector quantization Others… (Wavelets, DCT)
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Singular value decomposition SLF UVTVT
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SVD in two matrices Eigen Textures Eigen Lumispheres SLF
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First eigenvectors Eigen Textures Eigen Lumispheres SLF First eigentexture and corresponding first eigenlumisphere
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Truncated SVD Outer product of first eigen-texture and first eigen- lumisphere is closest rank 1 (separable) matrix. = Eigen-lumisphere Eigen-texture ~ ~
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Handling color Separate matrices Colors in surface texture (columns) Colors in directions (rows)
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Handling color Separate matrices Nishino et al.Wood et al.Chen et al. Colors in surface texture (columns) Colors in directions (rows)
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SVD in color Eigen Textures Eigen Lumispheres SLF
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Zooming in… Eigen Textures Eigen Lumispheres SLF
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Zoom into important vectors......... SLF
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Reconstruction using SVD OriginalRank 1Rank 7 (1:20)
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Surface light field structure Rows are points on surface What are the columns? And, can they be made more coherent?
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Surface light field structure Rows are points on surface Increasing column coherence: 1.Break into regions, and / or 2.Use reflection parameterization
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Separate SVD for regions Eigen Textures Eigen Lumispheres Eigen Textures Eigen Lumispheres
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Reconstruction using regions OriginalOne region (Rank 5) Two regions (Rank 5)
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Reflection reparameterization
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Reflection in flatland* *sort of Un-reflectedReflected
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Reflection doesn’t happen in the plane Un-reflectedReflected
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Reflection in 3 space Un-reflected Reflected
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Reflection in “flatland” Un-reflectedReflected Original Rank 5
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Other compression strategies Discrete cosine transform [ Miller et al. 1999 – Eurographics Workshop on Rendering] Vector quantization [ Wood et al. 2000 - SIGGRAPH ] Wavelet decomposition [ Magnor and Girod 2000 - SPIE VCIP]
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Vector quantization (unreflected) UncompressedCodebookVector- quantized
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Vector quantization ( reflected ) UncompressedCodebookVector- quantized
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Surface light fields for 3D photography ( SIGGRAPH 2000 ) Goals Rendering and editing Inputs Photographs and geometry Requirements Estimation and compression
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Overview Data acquisition Estimation and compression Rendering Editing
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Overview Data acquisition Estimation and compression Rendering Editing
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Scan and reconstruct geometry Reconstructed geometryRange scans (only a few shown...)
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Take photographs Camera positionsPhotographs
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Register photographs to geometry Geometry Photographs
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Register photographs to geometry User selected correspondences (rays)
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Parameterizing the geometry Base mesh Scanned geometry Map
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Sample base mesh faces Base meshDetailed geometry
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Assembling data lumispheres Data lumisphere
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Overview Data acquisition Estimation and compression Rendering Editing
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Pointwise fairing Faired lumisphere Data lumisphere
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Pointwise fairing results Input photograph Pointwise faired (177 MB)
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Pointwise fairing Many input data lumispheres Many faired lumispheres
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Compression Small set of prototypes
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Compression / Estimation Small set of prototypesMany input data lumispheres
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Median removal + Reflected Median (“diffuse”) Median-removed (“specular”) +
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Median removal Median valuesSpecularResult
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Function quantization Codebook of lumispheres Input data lumisphere
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Lloyd iteration Input data lumispheres
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Lloyd iteration Codeword
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Lloyd iteration Perturb codewords to create larger codebook
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Lloyd iteration Form clusters around each codeword
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Lloyd iteration Optimize codewords based on clusters
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Lloyd iteration Create new clusters
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Function quantization results Input photograph Function quantized (1010 codewords, 2.6 MB)
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Principal function analysis Subspace of lumispheres Input data lumisphere Prototype lumisphere
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Principal function analysis Approximating subspace Prototype lumisphere
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Principal function analysis
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++ + Median PFA decomposition
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Principal function analysis + + … Median PFA decomposition = Final approximation
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Principal function analysis results Input photograph PFA compressed (Order 5 - 2.5 MB)
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Compression comparison Pointwise fairing (177 MB) Function quantization (2.6 MB) Principal function analysis (2.5 MB)
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Rewind… what we didn’t want to do
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Instead, a middle ground Regularly sampled directions, but not all there.
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New method: Principal components with missing data SLF with missing data Hallucinate data Use either fairing or pair-wise present covariance matrix to fill holes Hole-filled SLF
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New method: Principal components with missing data SLF with missing dataLow rank approximation Hallucinate data Find best low rank approximation Hole-filled SLF
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New method: Principal components with missing data SLF with missing dataLow rank approximation Hallucinate data Improve hallucination
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Preliminary comparison Principal function analysis Order 3, RMS error 26.9 SVD with missing data Order 3, RMS error 26.1
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Overview Data acquisition Estimation and compression Rendering Editing
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Interactive renderer screen capture
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Overview Data acquisition Estimation and compression Rendering Editing
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Lumisphere filtering Original surface light fieldGlossier coat
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Lumisphere filtering
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Rotating the environment Original surface light fieldRotated environment
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Deformation OriginalDeformed
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Deformation
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Summary 1.Estimation and compression Function quantization Principal function analysis 2.Rendering From compressed representation With view-dependent level-of-detail 3.Editing Lumisphere filtering Geometric deformations and transformations
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Future work Better geometry-to-image registration Derive geometry from images More complex surfaces (mirrored, refractive, fuzzy…) under more complex illumination
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Acknowledgements Marc Levoy and Pat Hanrahan –(Thanks for the use of the Stanford Spherical Gantry) Michael Cohen and Richard Szeliski National Science Foundation
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Nearly the end
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For more information http://graphics.cs.washington.edu/projects/slf Talks, papers, … and raw data.
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