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Image-Based Rendering CS 446: Real-Time Rendering & Game Technology David Luebke University of Virginia
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2 David Luebke Real-Time Rendering Demo Today: John Dimeo Thursday: Meng Tan
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3 David Luebke Real-Time Rendering Image-Based Rendering You’ve been learning how to turn geometric models into images –Specifically, images of compelling 3D objects and worlds Image-based rendering : a relatively new field of computer graphics devoted to making images from images Ex: Quicktime VR
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4 David Luebke Real-Time Rendering Quicktime VR
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5 David Luebke Real-Time Rendering Images with depth Quicktime VR is really just a 2D panoramic photograph –Spin around, zoom in and out But what if we could assign depth to parts of the image? Ex: Tour Into the Picture
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6 David Luebke Real-Time Rendering Tour Into the Picture
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7 David Luebke Real-Time Rendering Tour Into the Picture Software for: –Selecting parts of an image –Assigning a vanishing point for depth of background objects –Assigning depth to foreground objects –“Painting in” behind objects
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8 David Luebke Real-Time Rendering Image-Based Modeling and Editing Byong Mok Oh, Max Chen, Julie Dorsey, and Fredo Durand
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9 David Luebke Real-Time Rendering Depth per pixel What if we could assign an exact depth to every pixel? Ex: MIT Image-Based Editing system
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10 David Luebke Real-Time Rendering Depth per pixel continued What if we had a “camera” that automatically acquired depth at every pixel? Ex: deltasphere Ex: Monticello project
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11 David Luebke Real-Time Rendering Laser rangefinder scanner Deltasphere 3000 by 3rdTech –Time of flight laser rangefinder Infrared or red visible 20,000 samples per second 40 foot range Accuracy ~ 1 mm –Panoramic scanner with spinning mirror to scan all directions –High-resolution digital camera with same nodal point Many similar products for different niches
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12 David Luebke Real-Time Rendering An aside: Virtual Monticello Switch presentations…
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The Goal: From this…
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…to this…
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…to this.
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Scanning Monticello: Challenges Single scan: 5-10 million points Each room: 4-6 scans Jefferson’s private suite: 5 rooms
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Point cloud mesh l Simplest approach: connect the dots l (Demo) … … …
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Point cloud mesh l Problems: –Shouldn’t always fill holes –Need to merge multiple scans
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Distance field l Instead: build volumetric distance field, extract zero-valued isosurface: –Robust to small errors within and between scans –Guaranteed to produce watertight mesh 0.3 0.4 0.30.1 -0.3 0.0 -0.1 -1.2 -0.8 -1.5 -1.8... -1.6... 0.9 0.8 1.2 0.9 0.8
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Distance fields: Efficient construction l Usually represent DF on uniform grid l Naive approach to constructing DF: –Visit every grid cell (voxel) –Find nearest polygon in mesh –Record distance to voxel center l So what’s the problem? –Would like at least 1024x1024x1024 voxels –5-10 million polygons in mesh
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Distance fields: Efficient construction l Could instead represent DF hierarchically l Our approach: –Walk through the scan file, inserting points into grid –Calculate local normal vector to mesh incrementally –Propagate distance from mesh outward from voxel containing point, to some maximum “ramp width”: –Use low-res 1-bit occupancy grid to indicate which voxels intersect mesh –Walk through occupied voxels to produce mesh 0.3 0.4 0.30.1 -0.3 0.0 -0.1 -1.2 -0.8 -1.5 -1.8... -1.6... 0.9 0.8 1.2 0.9 0.8
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Some Results A single scan of Monticello library room (after range noise reduction)
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Some Results Reconstructed model: 2.86 million vertices, 5.53 million triangles. Simplified to 1 million triangles.
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Some Results
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