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Siggraph’2000, July 27, 2000 Jin-Xiang Chai Xin Tong Shing-Chow Chan Heung-Yeung Shum Microsoft Research, China Plenoptic Sampling SIGGRAPH’2000
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Siggraph’2000, July 27, 2000 3D Graphics vs. IBR Traditional 3D graphics approaches Interactive Hardware support Image-based approaches Realistic Fast Easier to construct
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Siggraph’2000, July 27, 2000 Rendering with No Geometry Plenoptic functions 7D: Complete function (Adelson & Bergen) 5D: Ignore time and wavelength (McMillan & Bishop) 4D: Inside bounding box (Lightfield/Lumigraph) 3D: Moving in a planar region (Concentric Mosaics) 2D: At the same viewpoint (Panorama)
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Siggraph’2000, July 27, 2000 Light Field/Lumigraph Rendering Image Plane Camera Plane Light Field Capture Rendering
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Siggraph’2000, July 27, 2000 The Minimum Sampling Problem How many images are needed for anti-aliased light field rendering?
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Siggraph’2000, July 27, 2000 The Minimum Sampling Problem Complexity of the scene Depth Texture Number of input images Output resolution
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Siggraph’2000, July 27, 2000 The Minimum Sampling Problem Previous work on light field sampling Holographic Stereogram (Halle ’ 94) Prefiltering light field (Levoy and Hanrahan ’ 96 )
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Siggraph’2000, July 27, 2000 Our Approach Light field rendering = Signal reconstruction Minimum sampling from Nyquist limits High dimensionality Nonlinear A spectral analysis of 2D light field signal
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Siggraph’2000, July 27, 2000 A Spectral Analysis Spectral analysis of 2D continuous light field
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Siggraph’2000, July 27, 2000 A Constant Plane Z vt t v Z1Z1 Z1Z1
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Siggraph’2000, July 27, 2000 Two Constant Planes Z vt Z1Z1 Z2Z2 t v Z1Z1 Z2Z2
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Siggraph’2000, July 27, 2000 Between Two Planes Z vt t v Z1Z1 Z1Z1 Z2Z2 Z2Z2
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Siggraph’2000, July 27, 2000 Between Two Planes Z vt t v Z1Z1 Z1Z1 Z2Z2 Z2Z2
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Siggraph’2000, July 27, 2000 A Spectral Analysis Spectral analysis of sampled light field
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Siggraph’2000, July 27, 2000 Sampled: Camera Spacing
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Siggraph’2000, July 27, 2000 Sampled: Image Resolution
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Siggraph’2000, July 27, 2000 Light Field Reconstruction
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Siggraph’2000, July 27, 2000 Light Field Reconstruction
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Siggraph’2000, July 27, 2000 Light Field Reconstruction
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Siggraph’2000, July 27, 2000 Rendering With Optimal Plane
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Siggraph’2000, July 27, 2000 Light Field Reconstruction
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Siggraph’2000, July 27, 2000 Minimum Sampling Curve Joint Image and Geometry Space Minimum Sampling Curve Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 Minimum Sampling Curve Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 Minimum Sampling Curve Redundant for Rendering Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 More Geometry: 3 Layers Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 3 Layers Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 3 Layers Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 3 Layers Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 3 Layers Number of Depth Layers 1 2 36 12 Accurate Depth Number of Images 2x2 8x8 4x4 16x16 32x32
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Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera iCamera i+1
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Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera iCamera i+1 Disparity Error < 1 Pixel Rendering Camera
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Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera iCamera i+1 Rendering Camera
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Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera i Camera i+1 Rendering Camera
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Siggraph’2000, July 27, 2000 A Geometrical Intuition Z min Z opt Camera i Camera i+1 Rendering Camera
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Siggraph’2000, July 27, 2000 Optimal Distance Rendering Camera A Geometrical Intuition Camera iCamera i+1 Zmax Zmin Depth Layer 1 Depth Layer 2 Optimal Distance
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Siggraph’2000, July 27, 2000 Plenoptic Sampling 48X48 Images No Depth 16X16 Images 3Bits Depth
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Siggraph’2000, July 27, 2000 Plenoptic Sampling 48X48 Images without Depth24X24 Images with 7Bits Depth Antialiasing Rendering Needs 2930X2930 images = 5,000GB Antialiasing Rendering Needs 24X24 RGBD images = 0.5GB
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Siggraph’2000, July 27, 2000 Plenoptic Sampling Number of Depth Layers 1 Number of Images Light Field Rendering Redundancy Minimum Sampling Rate
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Siggraph’2000, July 27, 2000 Plenoptic Sampling Number of Depth Layers Number of Images Redundant for Rendering Maximum Resources Joint Image and Geometry Space 1
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Siggraph’2000, July 27, 2000 Plenoptic Sampling Number of Depth Layers Number of Images Higher Output Resolution
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Siggraph’2000, July 27, 2000 Unifying 3D Graphics and IBR? The same rendering quality can be achieved with a combination of images and geometry
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Siggraph’2000, July 27, 2000 IBR: Sampling Sampling: design principles for IBR Application 1: Geometry-assisted image dataset reduction Application 2: Image-based geometry simplification Application 3: Rendering-driven vision reconstruction
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Siggraph’2000, July 27, 2000 Future Work Occlusion: More accurate model of spectral support Surface model: Remove the limitation of constant depth model BRDF: Beyond Lambertian model
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Siggraph’2000, July 27, 2000 End of the Talk Thank you
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