Title: High-Quality Video View Interpolation
1High-Quality Video View Interpolation
- Larry Zitnick
- Interactive Visual Media Group
- Microsoft Research
- Sing Bing Kang, Matt Uyttendaele, Simon Winder,
Rick Szeliski
2Current practice
free viewpoint video
Many cameras
vs.
Motion Jitter
3Current practice
free viewpoint video
Many cameras
vs.
Motion Jitter
4Video view interpolation
Fewer cameras
and
Smooth Motion
Automatic
Real-time rendering
53D video
Virtualized Reality TM
Light Field
Image centric
Geometry centric
Lumigraph
Light field
Fixed geometry
View-dependent geometry
View-dependent texture
Sprites with depth
Layered depth Image
Polygon rendering texture mapping
Interpolation
Warping
6System overview
Video Capture
Video Capture
OFFLINE
Compression
Representation
Stereo
File
ONLINE
Selective Decompression
Render
7cameras
cameras
hard disks
controlling laptop
concentrators
8Calibration
Zhengyou Zhang, 2000
9Input videos
10System overview
Video Capture
Video Capture
OFFLINE
Compression
Representation
Stereo
Stereo
File
ONLINE
Selective Decompression
Render
11Key to view interpolation Geometry
Stereo Geometry
Image 1
Image 2
Camera 1
Camera 2
Virtual Camera
12Image correspondence
Image 1
Image 2
Leg
Correct
Incorrect
Wall
13Why segments?
- Better delineation of boundaries.
Tao, Sawhney, Kumar, ICCV'01
14Why segments?
- Larger support for matching.
Handle gain and offset differences without global
model (Kim, Kolmogorov and Zabih, 2003.)
15Why segments?
786,432 pixels vs. 1000 segments Compute
disparities per segment rather than per pixel.
16Segmentation Important properties
- Not too large, not too small
- As large as possible while not spanning multiple
objects.
17Segmentation Important properties
Mixed pixels
18Segmentation
- Many methods will work
- Graph-based (Felzenszwalb and Huttenlocher, 2004)
- Mean Shift (Comaniciu, et al. 2001)
- Min-cut (Boykov et al. 2001)
- Others
-
19Segmentation Our Approach
then segment.
Anisotropic smoothing
20Segmentation Result
Close-up
21Matching segments
- Many measures will work
- SSD
- Normalized correlation
- Mutual information
- Depends on color balancing and image quality.
22Matching segments Important properties
- Never remove correct matches.
- Remove as many false matches as possible
- Use global methods to remove remaining false
positives.
23Matching segments Our approach
0.8
1.25
Good match
0.8
1.25
Bad match
24Local matching
Low texture
25Global regularization
- Create MRF (Markov Random Field)
R
Q
P
S
T
U
- Number of states number of depth levels
Each segment is a node
26Global regularization
Likelihood (data term)
Prior (regularization term)
Disparity
Images
27Global regularization
R
Q
P
S
T
U
colorA colorB ? zA zB
28Global regularization
A
Disparity
Bias towards similar disparity
Reduced border
Different colors
29Multiple disparity maps
- Compute a disparity map for each image.
We want the disparity maps to be consistent
across images
30Consistent disparities
A
R
Q
P
A
S
T
U
zA zP, zQ, zS
31Consistent disparities
Not occluded
Occluded
32Iteratively solve MRF
33Depth through time (video)
34Matting
Background Surface
Interpolated view without matting
Foreground Surface
Background
Background
Alpha
Strip Width
Foreground
Foreground
Bayesian Matting Chuang et al. 2001
Camera
35Rendering with matting
Matting
No Matting
36System overview
Video Capture
OFFLINE
Compression
Representation
Representation
Stereo
Stereo
File
ONLINE
Selective Decompression
Render
37Representation
Main
Background
Boundary
Strip Width
Foreground
Main Layer
Color
Depth
38System overview
Video Capture
OFFLINE
Compression
Representation
Compression
Representation
Stereo
File
ONLINE
Selective Decompression
Render
39Compression
t
t1
t2
40Temporal Compression
t
t1
t2
41Spatial Compression
t
t1
t2
42Spatial Compression
Camera 2
Predicted Camera 2
Camera 1
Difference
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44Combined Compression
t
t1
t2
45Boundary layer coding
Color
- Depth
- Color Texture
- Alpha Matte
Alpha
Depth
Use our own shape coding method similar to MPEG-4
46System overview
Video Capture
OFFLINE
Compression
Representation
Compression
Stereo
File
File
ONLINE
Selective Decompression
Selective Decompression
Render
Render
47Rendering
Camera 1
Camera 2
Virtual Camera
48Rendering the main layer (Step 1)
Depth
Color
Video of background depth
Video of background color
Projected
Color Buffer
Vertex Shader
Pixel Shader
Position,
Texture Coord
GPU
Z-Buffer
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51Rendering the main layer (Step 2)
Main Layer Depth
Projected
Color Buffer
Locate Depth Discontinuities
Pixel Shader
Generate Erase Mesh
GPU
CPU
Z-Buffer
52Rendering boundary layer
Boundary Depth
Boundary RGBA
Projected Main Layer
Projected
Color Buffer
Vertex Colors
Compositing
Generate Boundary Mesh
GPU
CPU
Z-Buffer
53Compositing views
Camera 1
Camera 2
Weights based on proximity to virtual viewpoint
Final composite
Final Result
Pixel Shader
GPU
54DEMO
55Massive Arabesque videoclip
56 57Camera arrays
- Easier to capture the world then recreate it.
- Always get the right shot. Onsite filming
- Camera position
- Motion blur
- Depth of field
- Lighting
- Allow everyone to be the director.
58Looking forward
- 3D movies
- Digital theaters are becoming more common.
- More movies will be shot with stereo camera
pairs.
59Looking forward
- Cameras will become less expensive.
- Actors will become more expensive.
60Looking forward
- Combining the real world with CG.
- More information easier to add special effects.
- Some natural phenomena are hard to synthesize
smoke, water, human motion. - What does it mean to get the right shot?
61Hard problems
- Complex scenes
- Reflective objects
- Translucent objects
- Plants
- Real-time manipulation
- Large spaces
- Many users
- Integrating the two worlds
62