Title: Stylized Video Cubes
1Stylized Video Cubes
- Allison W. Klein
- Peter-Pike J. Sloan
- Adam Finkelstein
- Michael F. Cohen
SCA 2002, the ACM SIGGRAPH Symposium on Computer
Animation.
2Contents
- Introduction
- Related Works
- Processing video in 3D
- Rendering solids
- Stylized Rendering
- Performance notes
- Conclusion
- Future work
3Introduction
4New rendering style
- Video cube
- Abstract representation of the video
- 3D Space-time volume
- Set of rendering solid
- Rendering solid
- Partition of video cube
- Saving parameters for NPR primitives
- Rendered in real-time for output frame
5Overall processing
- Step1 defining rendering solids
- Sample NPR primitives
- Define rendering style
- Modify parameters interactively
- Step 2 rendering of rendering solids
- Extract NPR parameters
- Composite of output frames
6Related works
7NPR related works
- Painterly hand-created look
- Simulation of art medium
- Impressionism, Pen and ink
- Watercolor, Engraving
- Applying to video sequence
- Some artifacts
- To overcome artifacts
- Use optical flow changes
- Litwinowicz97, Hertzmann2000
8Video volume related works
- P. Rademacher et al. 98
- Two dimensional slice of video cube
- S. Fels and K. Mase 2000
- Video cube
- Cutting plane parallel to time axis
- Epipolar diagrams
- Leverage
- Applying these approaches to NPR of video
9Video volume related works
- ? Cutting the video cube
- parallel to the X-Y plane
Arbitrary cutting ? the video cube
10Aesthetics inspiration
- Cubist and futurist arts
- Early 20th century
- Mixing space and time with an image
- Leverage
- Mixing space and time within a video
- Slice the input video in non-standard way
- Creating many different styles
Houses after rain D.M. Ross
11Processing video
12Video representation
- In previous work
- A sequence of images
- In video cube
- Three-dimensional volume of pixel data
- Manipulate time in more unified way
13Rendering solid
- Rendering solid..
-
- In time interval ,mapping time to
-D vector - Vector for expressing properties
- Color, position, variation, etc.
- A set of parameterized rendering solids in a
video cube
14Rendering solid
- Evaluation from rendering solid
- A plane passes through the cube
- At time t, provides parameters for NPR primitives
- Composites output frame
- Benefits
- Time-continuous video volume
- Temporal coherence
15Defining rendering solids
- Video pre-processing
- Sampling information
- Color gradients, importance, etc.
- Input as rendering solids
- Types of rendering solids
- Shard-like rendering solid
- KD-tree-based rendering solid
- Worm-like rendering solid
16Shard-like rendering solid
- How to generate..
- Two control points
- On key frames
- Center, direction
- Scrolling to other key frame
- Modify center or direction
- Interpolation between key frames
- Form cutting surfaces
17Shard-like rendering solid
- How to generate..
- Union of cutting surfaces rendering
solid - ID to each solid
18Shard-like rendering solid
- Flow definition using cutting surfaces
For any point P in frame , center of L, C 1.
Initialize flow vector (0,0) 2. Find cutting
lines forming polygonal cross-section of shard
enclosing P 3. For each line L of shard, with C
and P (a) DistancePs perpendicular distance
to L in frame (b) Weight(length of L in
)/(distance?) (c) Displacement velocity (C
in 1) - (C in ) (d) Rotation vector(Ls
direction in ) x (Ls direction in 1 )
19Shard-like rendering solid
- Flow definition using cutting surfaces
(e) Angular velocityRotation vector x (vector
P to C in ) (f) Current velocityDisplaceme
nt velocity angular velocity (g) Flow
vector Current velocity Weight 4. Normalize
flow vector by sum of all weights
20KD-tree based RS
- 3D summed area table
- Importance value
- Values for evaluating integralof importance over
sub-region
21KD-tree based RS
- KD-tree
- Subdivide the video volume
- Each sub-volume has approximately same amount of
importance - Position of lines changes through time
- Swept surface
22Worm-like rendering solid
- A curved line in time dimension
- Point trajectory through time
- location of trajectoryguides the place
of textured sprites - Worm-like rendering solid
- The union of sprites for a single trajectory
- Parameters recording along trajectory
23Worm-like rendering solid
- Trajectory types
- Constant value position
- Point interpolation
- Flow following trajectory
24Flow following trajectory
- Adapting streamline placement algorithm Jobard
97 - Divide volume to regular grid
- Growing curves following flow
- As advanced
- Checking neighborhood cells
- Stop growing when too closeto next curve or face
edge
25Stylized rendering
26Stylized rendering
- Frame rendering
- Evaluate rendering solid at time, t
- Extract parameters
- Position, orientation, scale, etc.
- Parameter modification
- NPR effects
- Depend on parameter setting style
- Variety of visual representation
27Strokes type rendering
- Worm-like rendering solid
- Colored sprites
- Texture atlas
- Input to stroke-based style
- Color addition from solid
- Frame construction
- A plane passes through the cube
- By compositing sprite for each solidintersecting
the plane -
28Strokes type rendering
- A girl catching ball
- Standard painterly rendering
- An exploding fireball
- Rounded texture sprite
29Voronoi cell rendering
- Previous ways problem
- Shower door effect
- Little temporal coherence
- In our work
- Worm-like solid
- Sampling position, velocity of trajectory
- Tangent line
- Drawing cone for each line
30Voronoi cell rendering
? use second texture
31Shard and mosaic rendering
- Shard-like rendering solids
- Runtime modification
- Zooming shards (scaling)
- Cutting line moving
- Multiple texturing
- Mosaic representation
- Photo-mosaic style
- Spatial, temporal offset
- Shard rotation, zooming
32Shard rendering results
- Simultaneous capture of two videos
33Abstract tiling style
- KD-tree based rendering solid
- Colorful, rectangular composition
- Color of cells average
- Runtime-modification
- Color remapping, traversal depth, etc.
34Performance notes
- System
- CPU P4 1.7Ghz
- RAM 512MB
- VGA GeForce3
- Performance notes
- NPR style
- 50 and 200 frames/sec
- Worm-like solid filling following flow
- 2 minutes for 640x480 size of 300 frames
- Preprocessing of sampling parameters
- 20 minutes for 300 frames
- Summed-area-table
- A few seconds
35Conclusion and future work
36Conclusion
- A new framework for stylized rendering of video
- Space-time volume of image data
- Rendering solid
- Three benefits
- Local choice
- Flexibility
- New visual style
37Future work
- Better support for multiple simultaneous video
cubes - Applying rendering solids to data visualization
- Applying rendering solids to higher-D
approximations of the plenoptic function