Title: Image-Based Rendering Relief textures
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(Image-Based Rendering) - ?????????? ?????? IBR
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3Traditional Rendering
- For photorealism
- Modeling is hard
- Rendering is slow
User input texture maps, survey data
Modeling
Geometry Textures Light sources
Rendering
Images
4Image-Based Rendering
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5Image-Based Rendering
- For photorealism
- Fast modeling
- Complexity independent rendering
Images user input range scanners
Modeling
Images depth maps
Rendering
Images
6Traditional vs. Image-based
- Image based computer graphics has three main
advantages - Photorealism of produced images
- The speed
- Simple modeling
7Simplest IBR methods. Texture
- Texture - is the simplest of IBR methods.
8Simplest IBR methods. Sprites
- Texture simple planar geometry Sprite
- Sprites are taken from certain camera position
(sprite camera)
9Simplest IBR methods. Sprites
- No geometry information and...
- Sprites are looking good from view-points close
to the sprite camera, but awful from others
103D model rendering distortions
- What are we missing?
- The effect of 3-dimensionality on the screen is a
combination of two effects perspective
distortion and parallax - Sprites are capable of producing perspective
distortions but they are unable to produce
correct parallax effect
11Sprites with Depth
- Combine depth and color
- Color texel now is a 3D sample.
12Warping
- Using the samples z-values, image can be
transformed (or warped), to enchance the image
descriptive power (realism)
13Planar pinhole camera
14Orthographic camera
153D point position from a pinhole camera
- One image is not enough to determine location of
a point in 3D.
16From two cameras
- If we have two cameras, Camera1 and Camera2 with
different parameters, capturing the same scene
from different locations, a point can be
expressed as
17Warping example
18Schematic view
Warping x warp(x)
Depth map
Final view
Parallax, perspective projection, translation
19Relief textures
- Most of modern 3D accelerators can ultimately
fast render textured triangles - gt We can use this capability to speed up and
simplify Image-Based Rendering - Such an algorithm is called Relief Textures
20Schematic view
Software Hardware
Pre-warping
Texture mapping
Relief textures
Final view
Warped textures
Parallax
Perspective projection, translation
21New warping function
- x warp(x) g(h(x), Poly),
- where
- g(y, Poly) is texture-mapping function and
usually done in hardware - h(x) is pre-warpring function
22New warping function (2)
- Prewarping function h(x) after some optimizations
looks like following - u2 (u1mud)nud
- v2 (v1mvd)nvd
- Extremely simple, isnt it?
23Two stage warping example
24Two stage warping example (2)
25Filling holes
- This sprite with depth was warped to the new
viewpoint - Look how many empty spaces on the women face and
hair at the picture - Lets call them holes
26Two classes of holes
- All the holes fall into two classes by its nature
- Resampling problem
- Missing information
27Resampling
Before warping
After warping
28Resampling methods
- Methods to fill the holes
- Inverse warping
- Meshing
- Splatting
- Interpolation
29Splatting
- Draw a little cloud (splat) instead of a pixel in
desired image. This cloud has to be opaque in its
center becoming more and more transparent to its
sides - Features
- Relatively small computation cost
- Not all the holes are filled
30Interpolation
- Use the fact that u and v are independent from
each other after pre-warping (two-pass algorithm)
and linearly interpolate depth and color in the
intermediate and final images
31Interpolation (2)
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