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Image-based rendering Michael F. Cohen Microsoft Research
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Computer Graphics Image Output Model Synthetic Camera
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Real Scene Computer Vision Real Cameras Model Output
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Combined Model Real Scene Real Cameras Image Output Synthetic Camera
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But, vision technology falls short Model Real Scene Real Cameras Image Output Synthetic Camera
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… and so does graphics. Model Real Scene Real Cameras Image Output Synthetic Camera
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Image Based Rendering Real Scene Real Cameras -or- Expensive Image Synthesis Images+Model Image Output Synthetic Camera
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Ray q Constant radiance time is fixed q 5D 3D position 2D direction
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All Rays q Plenoptic Function all possible images too much stuff!
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Line q Infinite line q 4D 2D direction 2D position
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Ray q Discretize q Distance between 2 rays Which is closer together?
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Image q What is an image? q All rays through a point Panorama?
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Image q 2D position of rays has been fixed direction remains
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Image q Image plane q 2D position
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q Image plane q 2D position Image
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q Light leaving towards “eye” q 2D just dual of image Object
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q All light leaving object
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Object q 4D 2D position 2D direction
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Object q All images
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Lumigraph q How to organize capture render
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Lumigraph - Organization q 2D position q 2D direction s
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Lumigraph - Organization q 2D position q 2 plane parameterization s u
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Lumigraph - Organization q 2D position q 2 plane parameterization u s t s,t u,v v s,t u,v
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Lumigraph - Organization Hold s,t constant Let u,v vary q An image s,t u,v
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Lumigraph - Organization q Discretization higher res near object if diffuse captures texture lower res away captures directions s,t u,v
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Lumigraph - Capture q Idea 1 Move camera carefully over s,t plane Gantry see Lightfield paper s,t u,v
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Lumigraph - Capture q Idea 2 Move camera anywhere Rebinning see Lumigraph paper s,t u,v
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Lumigraph - Rendering q For each output pixel determine s,t,u,v either find closest discrete RGB interpolate near values s,t u,v
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Lumigraph - Rendering q For each output pixel determine s,t,u,v either use closest discrete RGB interpolate near values s u
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Lumigraph - Rendering q Nearest closest s closest u draw it q Blend 16 nearest quadrilinear interpolation s u
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High-Quality Video View Interpolation Using a Layered Representation Larry Zitnick Sing Bing Kang Matt Uyttendaele Simon Winder Rick Szeliski Interactive Visual Media Group Microsoft Research
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Current practice Many cameras Motion Jitter vs. free viewpoint video
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Current practice Many cameras Motion Jitter vs. free viewpoint video
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Video view interpolation Fewer cameras Smooth Motion Automatic and Real-time rendering
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Prior work: IBR (static) The Lumigraph Gortler et al., SIGGRAPH ‘96 Concentric Mosaics Shum & He, SIGGRAPH ‘99 Plenoptic Modeling McMillan & Bishop, SIGGRAPH ‘95 Light Field Rendering Levoy & Hanrahan, SIGGRAPH ‘96
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Prior work: IBR (dynamic) Free-viewpoint Video of Humans Carranza et al., SIGGRAPH ‘03 Image-Based Visual Hulls Matusik et al., SIGGRAPH ‘00 Virtualized Reality TM Kanade et al., IEEE Multimedia ‘97 Dynamic Light Fields Goldlucke et al., VMV ‘02 Stanford Multi-Camera Array Project 3D TV Matusik & Pfister, SIGGRAPH ‘04
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System overview OFFLINE ONLINE Video Capture Stereo Compression Selective Decompression Render File Representation Video Capture
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concentrators hard disks controlling laptop controlling laptop cameras
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Calibration Zhengyou Zhang, 2000
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Input videos
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Key to view interpolation: Geometry Stereo Geometry Camera 1Camera 2 Image 1 Image 2 Virtual Camera
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Match Score Good Bad Image correspondence Correct Image 1 Image 2 Leg Wall Incorrect
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Image 1 Image 2 Local matching Low texture
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Number of states = number of depth levels Image 2Image 1 Global regularization Create MRF (Markov Random Field): A F E D C B color A ≈ color B → z A ≈ z B Each segment is a node z A ≈ z P, z Q, z S P Q R S T U A A
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Iteratively solve MRF
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Depth through time
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Matting Interpolated view without matting Background Surface Foreground Surface Camera Foreground Alpha Background Bayesian Matting Chuang et al. 2001 Strip Width Background Foreground
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Rendering with matting Matting No Matting
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Representation Main Layer: Color Depth Main Boundary Boundary Layer: Color Depth Alpha Background Foreground Strip Width
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“Massive Arabesque” videoclip
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