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CSL 859: Advanced Computer Graphics

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Assign depth to parts of the image. One might add objects hidden ... Panorama. All rays from a single point. Plenoptic Function. p = P(T, F, x, y, z , ?, t) ... – PowerPoint PPT presentation

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Title: CSL 859: Advanced Computer Graphics


1
CSL 859 Advanced Computer Graphics
  • Dept of Computer Sc. Engg.
  • IIT Delhi

2
Image-Based Rendering
  • So far
  • Geometry -gt images
  • Object space model, even volumetric
  • Image-based rendering
  • Image -gt Another image
  • Zoom, Pan etc.
  • Just image processing?

3
Images with depth
  • Quicktime VR
  • 2D panoramic photograph
  • Spin around, zoom in and out
  • Can add objects closer to viewer
  • Tour into the picture
  • Assign depth to parts of the image
  • One might add objects hidden behind some object
    in the image
  • Layered depth images

4
Image Based Rendering
  • Store image from every conceivable view
  • Rendering would reduce to database query
  • Generality demand infinite sized database
  • Could store enough images
  • Given a desired viewpoint (viewmatrix)
  • Choose an image from a saved view near the
    desired view
  • Warp the image
  • Or, interpolate from nearby known viewpoints

5
Ray Equation
6
Correspondence
7
General 3D Warp
Courtesy L Mcmillan
8
Occlusion Determination
  • Project the desired center-of-projection onto the
    reference image

9
Occlusion Determination
  • Draw towards the projected point
  • Guarantees painters ordering
  • Independent of the scene's contents
  • Generalizes to non-planar viewing surfaces

10
Reconstruction
11
Radiances in a Scene
  • Account for all rays
  • Origin
  • 3 dimensions
  • Direction
  • 2 dimensions
  • Space of rays is 5 dimensional

12
Panorama
All rays from a single point
13
Plenoptic Function
All rays from all points
p P(T, F, x, y, z , ?, t)
Courtesy L. Mcmillan
14
Radiances in a Scene II
  • Account for all rays
  • Origin
  • 3 dimensions
  • Direction
  • 2 dimensions
  • Space of rays is 5 dimensional
  • Radiance is constant along ray
  • 4 dimensional space
  • Subject to occlusion

15
Capturing Radiances
  • Capture images from many places
  • Camera positioning
  • Parameterize the 4D space
  • Camera position and 2D image?
  • Sample the 4D space
  • Coverage and sampling uniformity
  • Aliasing
  • Too much data

16
Representing Scene Radiance
  • Like texture map
  • Except ray origin is not fixed
  • Source and destination of ray varies
  • 2 coordinates (u,v) for ray origin
  • 2 coordinates (s,t) for ray destination

v
t
u
s
Light-field Hanrahan Levoy
17
Sampling Coverage
?
?
r
r
18
Stanford Multi-camera Array
  • 640 480 pixels 30 fps 128 cameras
  • Synchronized timing
  • Continuous streaming
  • Flexible arrangement

19
Light Field as Array of Images
20
Rendering of Light Fields
  • For each pixel (x, y)
  • Compute ray
  • Map to (u,v,s,t)
  • Look up 4D texture
  • Store as many 2D textures
  • Quadri-linear interpolation

21
Good and Bad
  • Advantages
  • Simpler computation vs. traditional CG
  • Cost independent of scene complexity
  • Cost independent of material properties and other
    optical effects
  • Disadvantages
  • Static geometry
  • Fixed lighting
  • High storage cost

22
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