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Frequency Analysis and Sheared Reconstruction for Rendering Motion Blur Kevin Egan Yu-Ting Tseng Nicolas Holzschuch Frédo Durand Ravi Ramamoorthi Columbia University Grenoble University MIT CSAIL University of California, Berkeley
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Overview Introduction Overview of Frequency Analysis Sampling and Sheared Filter Implementation Results
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Motion Blur Objects move while camera shutter is open – Image is “blurred” over time Expensive for special effects Necessary to remove “strobing” in animations
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Garfield: A Tail of Two Kitties Rhythm & Hues Studios Twentieth Century-Fox Film Corporation
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The Incredibles Pixar Animation Studios Walt Disney Pictures
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A Simple Approach For each pixel – Sample many different moments in time t = 1.00 t = 0.75 t = 0.50 t = 0.25 t = 0.00 t [0.0, 1.0]
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A Simple Approach The simple approach is expensive Can we do better?
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Observation Motion blur is expensive Motion blur removes spatial complexity
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Standard Method Use axis-aligned pixel filter at each pixel Requires many samples SPACE TIME space-time samples axis-aligned filter
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Our Method Use a different filter shape at each pixel Filter sheared in space-time Fewer samples and faster renders SPACE TIME space-time samples sheared filter
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Previous Work Plenoptic Sampling Chai et al., 2000 Sheared reconstruction filter in space-angle A Frequency Analysis of Light Transport Durand et al., 2005 Analysis of transport, reflection and occlusion We extend both to space-time
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Previous Work Multidimensional Adaptive Sampling Hachisuka et al., 2008 Anisotropic reconstruction based on contrast Our method based on local freq estimates Spatial Anti-Aliasing for Animation Sequences with Spatio-Temporal Filtering Shinya, 1993 Sheared filter across multiple images We use speed bounds, derive sampling rates
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Overview Introduction Overview of Frequency Analysis Sampling and Sheared Filter Implementation Results
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Space-Time Analysis Goals Uniform motion leads to sparse freq content Analyze shutter filter’s effect on freq content Design a filter customized to freq content
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Basic Example Object not moving x y SPACE f(x, y)f(x, t) Space-time graph TIME
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Basic Example x y t x f(x, t) Low velocity, t [ 0.0, 1.0 ] f(x, y)
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Basic Example x y t x f(x, t) High velocity, t [ 0.0, 1.0 ] f(x, y)
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Shear in Space-Time x y t x f(x, t) Object moving with low velocity f(x, y) shear
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Large Shear in Space-Time x y t x Object moving with high velocity f(x, y)f(x, t)
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Shear in Space-Time Object moving away from camera x y t x f(x, y)f(x, t)
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Camera Shutter Filter Applying shutter blurs across time x y t x f(x, y)f(x, t)
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Basic Example – Fourier Domain Fourier spectrum, zero velocity t x f(x, t)F(Ω x, Ω t ) texture bandwidth ΩtΩt ΩxΩx
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Basic Example – Fourier Domain Low velocity, small shear in both domains f(x, t)F(Ω x, Ω t ) t x slope = -speed ΩtΩt ΩxΩx
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Basic Example – Fourier Domain Large shear f(x, t)F(Ω x, Ω t ) t x ΩtΩt ΩxΩx
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Basic Example – Fourier Domain Non-linear motion, wedge shaped spectra f(x, t) ΩtΩt ΩxΩx F(Ω x, Ω t ) t x shutter bandlimits in time -min speed -max speed shutter applies blur across time indirectly bandlimits in space
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Main Insights Common case = double wedge spectra Shutter indirectly removes spatial freqs Moving reflections and shadows in paper ΩtΩt ΩxΩx double wedge spectrummoving reflection
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Overview Introduction and Simple Example Overview of Frequency Analysis Sampling and Sheared Filter Implementation Results
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Sampling and Filtering Goals Minimal sampling rates to prevent aliasing Derive shape of new reconstruction filter
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Sampling in Fourier Domain ΩtΩt ΩxΩx t x Sampling produces replicas in Fourier domain Sparse sampling produces dense replicas Fourier DomainSpace-Time Domain
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Standard Reconstruction Filtering Standard filter, dense sampling (slow) ΩtΩt no aliasing ΩxΩx Fourier Domain replicas
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Standard Reconstruction Filter Standard filter, sparse sampling (fast) ΩtΩt aliasing ΩxΩx Fourier Domain
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Sheared Reconstruction Filter Our sheared filter, sparse sampling (fast) ΩtΩt ΩxΩx No aliasing! Fourier Domain
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Sheared Reconstruction Filter Compact shape in Fourier = wide space-time t x Space-Time Domain ΩtΩt ΩxΩx Fourier Domain
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Main Insights Sheared filter allows for many fewer samples Paper derives sampling rates – for constant velocity same cost as a static image
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Overview Introduction Overview of Frequency Analysis Sampling and Sheared Filter Implementation Results
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Our Method 1. Compute bounds for signal speeds 2. Compute filter shapes and sampling rates 3. Render samples and reconstruct image
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Car Example staticmotion blurred
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Implementation: Stage 1 Sparse sampling to compute velocity bounds max speedmin speed
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Implementation: Stage 2 Calculate filter widths and sampling rates filter width max speed min speed
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Implementation: Stage 2 Uniform velocities, wide filter, low samples filter width max speed min speed
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Implementation: Stage 2 Static surface, small filter, low samples filter width max speed min speed
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Implementation: Stage 2 Varying velocities, small filter, high samples filter width max speed min speed
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Implementation: Stage 2 Then compute sampling densities samples per pixel Uniform velocities = low sample count
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Implementation: Stage 2 Then compute sampling densities samples per pixel Varying velocities = high sample count
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Implementation: Stage 3 Render sample locations in space-time Apply wide sheared filters to nearby samples t x sheared filter overlaps samples in multiple pixels pixels
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Implementation: Stage 3 Filters stretched along direction of motion Preserve frequencies orthogonal to motion filter shapes
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Overview Introduction Overview of Frequency Analysis Sheared Filter Implementation Results
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Car Scene Stratified Sampling 4 samples per pixel Our Method, 4 samples per pixel
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Car Scene Stratified Sampling 4 samples per pixel Our Method, 4 samples per pixel
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Car Scene Inset MDAS 4 samples / pix Our Method 4 samples / pix Ground Truth
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Car Scene Inset MDAS 4 samples / pix Our Method 4 samples / pix Ground Truth
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Ballerina Video
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Ballerina Stills
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Ballerina Inset Stratified 16 samples / pix 4 min 2 sec Our Method 8 samples / pix 3 min 57 sec Stratified 64 samples / pix 14 min 25 sec Equal TimeEqual Quality
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Teapot Scene Our Method 8 samples / pix motion blurred reflection
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Limitations Currently filter along line segments Initial sampling may miss motion Need to calculate speed and bandlimits Multiple texture / reflection / shadow signals
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Conclusion Derivation of filter shape and sampling rates conservative min/max bounds for speed packing spectra as tightly as possible Implementation of sheared filter No explicit representation for spectrum Easily added to existing rendering pipelines Faster render times Space-time Fourier theory for rendering Double wedge shape using min/max bounds Analysis of shutter filter
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Acknowledgements Funding Agencies ONR, NSF, Microsoft, Sloan Foundation, INRIA, LJK Equipment and Licenses Pixar, Intel, NVIDIA
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Questions? t x sampling rate
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Previous Work Distributed Ray Tracing, Cook et al., 1984 Sampling across image, time and lens The Reyes Image Rendering Architecture, Cook et al., 1987 Separate shading from visibility
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Implementation: Stage 3 t x Narrow filter, low sample count filter width
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Implementation: Stage 3 t x Wide filter, low sample count filter width
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Implementation: Stage 3 t x Narrow filter, high sample count filter width
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