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Image Based Routing for Image Based Rendering

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Aggregation of views for presentation to parent. Algorithm Overview. Each node is responsible for: ... Easily aggregated. Binmesh. Vector Quantization. Local ... – PowerPoint PPT presentation

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Title: Image Based Routing for Image Based Rendering


1
Image Based Routing forImage Based Rendering
  • Daniel Crispell daniel_crispell_at_brown.edu
  • Gabriel Taubin taubin_at_brown.edu
  • John Jannotti jj_at_cs.brown.edu

OMNIVIS 2005 Beijing, China
2
Outline
  • Introduction / Previous Work
  • High Level Algorithm
  • The Binmesh
  • Detailed Algorithm
  • Results

3
Introduction
  • Large amounts of research focused on multi-camera
    algorithms
  • Most algorithms assume a centralized topology
  • We wish to operate in a distributed manner to
    improve scalability

4
Distributed IBR
  • Image Based Rendering
  • Arbitrary number of networked cameras
  • Arbitrary locations and pose
  • Arbitrary network topology

5
Selected Previous Work
  • Buehler et. al. (2001)
  • Unstructured Lumigraph Rendering
  • Yang, Everett, Buehler, McMillan (2002)
  • A Real-time distributed Light field Camera
  • Wilburn et. al. (2005)
  • High Performance Imaging using
  • Large Camera Arrays

6
Outline
  • Introduction / Previous Work
  • High Level Algorithm
  • The Binmesh
  • Detailed Algorithm
  • Results

7
Algorithm Overview
  • Each node is responsible for
  • Summary of available views from its children and
    their descendants

8
Algorithm Overview
  • Each node is responsible for
  • Aggregation of views for presentation to parent

9
Algorithm Overview
  • Each node is responsible for
  • Distribution of requests from parent node for a
    virtual view

10
Algorithm Overview
  • Each node is responsible for
  • Combination of responses to requests from
    children for presentation to parent

11
Outline
  • Introduction / Previous Work
  • High Level Algorithm
  • The Binmesh
  • Detailed Algorithm
  • Results

12
Binmesh
  • Based on Geometric Proxy

13
Binmesh
  • Stores directions of viewing cameras at each face
    of proxy
  • One set of vector bins for every face of proxy
    mesh
  • Easily aggregated

14
Binmesh
  • Vector Quantization
  • Local coordinate system
  • z axis face normal
  • Determine intersection with unit pyramid
  • Project onto XY plane
  • Change of variable

15
Binmesh
  • Aggregation
  • Binmesh structures are easily aggregated
  • Element by element addition
  • Uncompressed structure is constant size with
    respect to number of views represented
  • Typically sparse, easily compressible
  • Example
  • 338 face proxy, 6 subdivision levels (46 bins),
    1024 cameras
  • 1.32 MB uncompressed, 21kB compressed (gzip)

16
Outline
  • Introduction / Previous Work
  • High Level Algorithm
  • The Binmesh
  • Detailed Algorithm
  • Results

17
Rendering Algorithm
  • Spanning Tree Construction
  • Virtual camera node injects request into system
  • Request contains geometric proxy mesh

18
Rendering Algorithm
  • Spanning Tree Construction
  • First node to receive request becomes root of the
    spanning tree

19
Rendering Algorithm
  • Spanning Tree Construction
  • Request is propagated until spanning tree is
    constructed

20
Rendering Algorithm
  • Spanning Tree Construction
  • Binmesh Structures filled in and propagated back
    up tree

21
Rendering Algorithm
  • Novel View Generation
  • Virtual camera node sends
  • Virtual camera parameters
  • Set of visible faces to render
  • Number of views k to blend for each face

22
Rendering Algorithm
  • Novel View Generation
  • Nodes determine which children to send requests
    for faces to

23
Rendering Algorithm
  • Novel View Generation
  • Once replies are received from all children,
    results are blended and returned to parent

24
Rendering Algorithm
  • Novel View Generation
  • Root node passes virtual camera completed view

25
Outline
  • Introduction / Previous Work
  • High Level Algorithm
  • The Binmesh
  • Detailed Algorithm
  • Results

26
Large Network Simulation

27
Large Network Simulation
  • Organized Network Connections

Random Network Connections
28
Large Network Simulation
29
Large Network Simulation
30
Prototype Implementation 1
  • 4x4 camera array
  • Routers simulated
  • Novel views generated in real-time
  • Virtual camera has very limited range

31
Prototype Implementation 2
  • 28 cameras arranged in 4x1 arrays
  • 8 Linux nodes performing routing and image
    processing

32
Future Work
  • Dynamic, Distributed Calibration
  • Geometric Proxy Refinement
  • Improve Synchronization
  • More cameras

33
Thank You
  • Questions?
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