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CSCE 641 Computer Graphics: Image-based Rendering (cont.) Jinxiang Chai
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Outline Light field rendering Plenoptic sampling (light field sampling) Layered depth image/Post-Rendering 3D WarpingPost-Rendering 3D Warping View-dependent texture mapping Unstructured lumigraph
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Layered depth image Layered depth image [Shade et al, SIGGRAPH98] Layered depth image: - image with depths
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Layered depth image Layered depth image [Shade et al, SIGGRAPH98] Layered depth image: - rays with colors and depths
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Layered depth image Layered depth image [Shade et al, SIGGRAPH98] Layered depth image: (r,g,b,depth) - image with depths - rays with colors and depths
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Layered depth image Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image
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Layered depth image Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image - Incremental in X and Y - Forward warping one pixel with depth
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Layered depth image Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image - Incremental in X and Y - Forward warping one pixel with depth
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Layered depth image Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image - Incremental in X and Y - Forward warping one pixel with depth How to deal with occlusion/visibility problem?
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How to form LDIs Synthetic world with known geometry and texture - from multiple depth images - modified ray tracer Real images - reconstruct geometry from multiple images (e.g., voxel coloring, stereo reconstruction) - form LDIs using multiple images and reconstructed geometry Kinect sensors - record both image data and depth data
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Image-based Rendering Using Kinect Sensors Capture both video/depth data using kinect sensors Using 3D warping to render a video from a novel view point [e.g., Post-Rendering 3D Warping]Post-Rendering 3D Warping Demo: click herehere
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Outline Light field rendering Plenoptic sampling (light field sampling) Layered depth image/Post-Rendering 3D Warping View-dependent texture mapping Unstructured lumigraph
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View-dependent surface representation From multiple input image - reconstruct the geometry - view-dependent texture
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View-dependent surface representation From multiple input image - reconstruct the geometry - view-dependent texture
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View-dependent surface representation From multiple input image - reconstruct the geometry - view-dependent texture
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View-dependent surface representation From multiple input image - reconstruct the geometry - view-dependent texture
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View-dependent texture mapping [Debevec et al 98]
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View-dependent texture mapping Subject's 3D proxy points V C 0 C 2 C 3 C 1 0 1 D 2 3 - Virtual camera at point D - Textures from camera C i mapped onto triangle faces - Blending weights in vertex V - Angle θ i is used to compute the weight values: w i = exp(-θ i 2 /2σ 2 )
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Videos: view-dependent texture mapping
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Outline Light field rendering Plenoptic sampling (light field sampling) Layered depth image/Post-Rendering 3D Warping View-dependent texture mapping Unstructured lumigraph
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The Image-Based Rendering Problem Synthesize novel views from reference images Static scenes, fixed lighting Flexible geometry and camera configurations
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The ULR Algorithm [Siggraph01] Designed to work over a range of image and geometry configurations Geometric Fidelity # of Images VDTM LF
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The ULR Algorithm [Siggraph01] Designed to work over a range of image and geometry configurations Geometric Fidelity # of Images VDTM LF ULR
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The ULR Algorithm [Siggraph01] Designed to work over a range of image and geometry configurations Designed to satisfy desirable properties Geometric Fidelity # of Images VDTM LF ULR
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Desired Camera “Light Field Rendering,” SIGGRAPH ‘96 u0u0 s0s0 u s Desired color interpolated from “nearest cameras”
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Desired Camera “Light Field Rendering,” SIGGRAPH ‘96 u s
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Desired Camera “The Scene” “The Lumigraph,” SIGGRAPH ‘96 u Potential Artifact
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“The Scene” “The Lumigraph,” SIGGRAPH ‘96 Desired Property #2: Use of geometric proxy Desired Camera
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“The Lumigraph,” SIGGRAPH ‘96 “The Scene” Desired Camera
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“The Lumigraph,” SIGGRAPH ‘96 “The Scene” Rebinning Note: all images are resampled. Desired Camera Desired Property #3: Unstructured input images
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“The Lumigraph,” SIGGRAPH ‘96 “The Scene” Desired Property #4: Real-time implementation Desired Camera
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View-Dependent Texture Mapping, SIGGRAPH ’96, EGRW ‘98 “The Scene” Occluded Out of view
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Desired Camera “The Scene” Desired Property #5: Continuous reconstruction View-Dependent Texture Mapping, SIGGRAPH ’96, EGRW ‘98
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Desired Camera “The Scene” θ1θ1 θ2θ2 θ3θ3 View-Dependent Texture Mapping, SIGGRAPH ’96, EGRW ‘98
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Desired Camera “The Scene” θ1θ1 θ2θ2 θ3θ3 Desired Property #6: Angles measured w.r.t. proxy View-Dependent Texture Mapping, SIGGRAPH ’96, EGRW ‘98
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“The Scene” Desired Camera
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“The Scene” Desired Property #7: Resolution sensitivity
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Demo
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