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View interpolation from a single view 1. Render object 2. Convert Z-buffer to range image 3. Re-render from new viewpoint 4. Use depths to resolve overlaps Q. How to fill in holes?
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View interpolation from multiple views 1. Render object from multiple viewpoints 2. Convert Z-buffers to range images 3. Re-render from new viewpoint 4. Use depths to resolve overlaps 5. Use multiple views to fill in holes
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Problems with view interpolation resampling the range images –block moves + image interpolation (Chen and Williams, 1993) –splatting with space-variant kernels (McMillan and Bishop, 1995) –fine-grain polygon mesh (McMillan et al., 1997) missed objects –interpolate from available pixels –use more views (from Chen and Williams)
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More problems with view interpolation Obtaining range images is hard! –use synthetic images (Chen and Williams, 1993) –epipolar analysis (McMillan and Bishop, 1995) cylindrical epipolar geometry epipolar geometry
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2D image-based rendering advantages –low computation compared to classical CG –cost independent of scene complexity –imagery from real or virtual scenes limitations –static scene geometry –fixed lighting –fixed-look-from or look-at point Flythroughs of 3D scenes from pre-acquired 2D images
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Apple QuickTime VR outward-looking –panoramic views at regularly spaced points inward-looking –views at points on the surface of a sphere
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A new solution: rebinning old views must stay outside convex hull of the object like rebinning in computed tomography
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A light field is an array of images
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Spherical 4-DOF gantry for acquiring light fields –0.03 degree positioning error (1mm) –0.01 degree aiming error (1 pixel) –can acquire video while in motion
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Light field video camera
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1st generation prototype
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2nd generation prototype
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