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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) 3D light field (concentric mosaics) Others
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Q: How many images are needed for anti-aliased light field rendering? Review: Plenoptic Sampling
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Q: How many images are needed for anti-aliased light field rendering? Review: Plenoptic Sampling A: formulate this as high-dimensional signal (4D Plenoptic function) reconstruction and sampling problem
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Review: Between Two Planes Z vt t v Z1Z1 Z1Z1 Z2Z2 Z2Z2
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Review: Minimal Sampling Rate 1/∆t 1/∆v Image resolution Sample interval
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Review: Minimal Sampling Rate 1/∆T max >=Ω v *(f/z min -f/z max ) ΩvΩv
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Review: Minimal Sampling Rate Minimal sampling rate depends on: - texture of object (Ω v ) - focal length (f) - depth complexity (z min, z max ) 1/∆T max >=Ω v *(f/z min -f/z max )
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3D Plenoptic Function Image/panorama is 2D Light field/lumigraph is 4D What happens to 3D?
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3D Plenoptic Function Image/panorama is 2D Light field/lumigraph is 4D What happens to 3D? - 3D light field subset - Concentric mosaic [Siggraph99]
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3D light field One row of s,t plane i.e., hold t constant s,t u,v
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3D light field One row of s,t plane i.e., hold t constant thus s,u,v a “row of images” s u,v
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Concentric mosaics [Shum and He] Polar coordinate system: - hold r constant - thus (θ,u,v)
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Concentric mosaics Why concentric mosaic? - easy to capture - relatively small in storage size - inside looking out
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Concentric mosaics From above How to capture images?
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Concentric mosaics From above How to capture images?
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Concentric mosaics From above How to render a new image?
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Concentric mosaics From above How to render a new image?
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Concentric mosaics From above How to render a new image? - for each ray, retrieval the closest captured rays
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Concentric mosaics From above How to render a new image? - for each ray, retrieval the closest captured rays
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Concentric mosaics From above How to render a new image? - for each ray, retrieval the closest captured rays
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Concentric mosaics From above How to render a new image? - for each ray, retrieval the closest captured rays How about this ray?
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Concentric mosaics From above object How to retrieve the closest rays?
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Concentric mosaics From above object (s,t) interpolation plane How to retrieve the closest rays?
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Concentric mosaics From above object (s,t) interpolation plane How to retrieve the closest rays? What’s the optimal interpolation radius?
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Concentric mosaics From above object (s,t) interpolation plane How to retrieve the closest rays? What’s the optimal interpolation radius? 2r min r max /(r min +r max )
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Concentric mosaics From above object (s,t) interpolation plane How to retrieve the closest rays?
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Concentric mosaics From above object (s,t) interpolation plane How to retrieval the closest rays?
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Concentric mosaics From above object (s,t) interpolation plane How to retrieval the closest rays?
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Concentric mosaics From above object (s,t) interpolation plane How to synthesize the color of rays?
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Concentric mosaics From above object (s,t) interpolation plane How to synthesize the color of rays? - bilinear interpolation
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Concentric mosaics From above
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Concentric mosaics From above
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Concentric mosaics From above
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Concentric mosaics What are limitations?
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Concentric mosaics What are limitations? - limited rendering region? - large vertical distortion
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Concentric mosaics What are limitations? - limited rendering region? - large vertical distortion
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2.5 D representation Image is 2D Light field/lumigraph is 4D 3D - a subset of light field - concentric mosaics 2.5D - layered depth image [Shade et al, SIGGRAPH98] - view-dependent surfaces
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Layered depth image [Shade et al, SIGGRAPH98] Layered depth image: - image with depths
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Layered depth image [Shade et al, SIGGRAPH98] Layered depth image: - rays with colors and depths
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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 [Shade et al, SIGGRAPH98] Rendering from layered depth image
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Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image - Incremental in X and Y - Guaranteed to be in back-to-front order - Forward warping one pixel with depth
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Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image - Incremental in X and Y - Guaranteed to be in back-to-front order - Forward warping one pixel with depth
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Layered depth image [Shade et al, SIGGRAPH98] Rendering from layered depth image - Incremental in X and Y - Guaranteed to be in back-to-front order - 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
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2.5 D representation Image is 2D Light field/lumigraph is 4D 3D - a subset of light field - concentric mosaics 2.5D - layered depth image [Shade et al, SIGGRAPH98] - view-dependent surfaces
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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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2.5 D representation Image is 2D Light field/lumigraph is 4D 3D - a subset of light field - concentric mosaics 2.5D - layered depth image [Shade et al, SIGGRAPH98] - view-dependent surfaces
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Videos: view-dependent texture mapping
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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 Desired Property #1: Epipole consistency
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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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Unstructured Lumigraph Rendering 1.Epipole consistency 2.Use of geometric proxy 3.Unstructured input 4.Real-time implementation 5.Continuous reconstruction 6.Angles measured w.r.t. proxy 7.Resolution sensitivity
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Demo
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