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Virtual Environments: An ImageBased Approach

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Title: Virtual Environments: An ImageBased Approach


1
Virtual EnvironmentsAn Image-Based Approach
  • How to get from Point A to Point C and figure out
    what Point B probably looked like

2
Two Papers
  • View Interpolation for Image Synthesis
  • Shenchang Eric Chen, Lance Williams
  • QuickTime VR An Image-Based to Approach Virtual
    Environment Navigation
  • Shenchang Eric Chen

3
Some Common Themes
  • Pre-calculation
  • Both papers achieve faster rendering time by
    pre-calculating portions of the scene offline
    from which images are derived at runtime
  • Decouple rendering time from scene complexity
  • All scenes are static

4
View Interpolation
  • GOAL Use interpolated images to portray
    three-dimensional scenes
  • Morphing is used to compute arbitrary
    intermediate frames from an array of prestored
    images.

5
Two Main Advantages
  • The 3D representation of the scene may be
    replaced with images.
  • The image synthesis time is independent of the
    scene complexity.

6
Previous Work
  • Preprocess a subset of the scene that uses only
    those objects that are visible.
  • This doesnt completely solve the problem because
    there could be point in the scene from which all
    objects are visible.

7
Previous Work
  • Greene and Kass developed a method to approximate
    the visibility at a location from adjacent
    environment maps.
  • Environment maps are pre-computed and stored with
    viewpoints arranged in a structured way, such as
    a 3D lattice.
  • Advantage rendering time is proportional to the
    environment map resolutions and is independent of
    the scene complexity.
  • Disadvantage requires Z-buffer hardware to
    render a relatively large number of polygons
    interactively

8
Visibility Morphing
  • Image morphing is the simultaneous interpolation
    of shape and texture
  • The technique involves two steps
  • Establish the correspondence between two images
  • Use to correspondence to blend the two images
    together into a new interpolated image

9
Establishing Pixel Correspondence
  • Each pixels screen coordinates (x,y and z) and
    the cameras location are used to create a 4x4
    matrix transformation
  • Transformations are precomputed and stored as
    offset vectors in a morph map

10
Interpolating Correspondences
  • To generate an in-between view of a pair of
    images the offset vectors are interpolated
    linearly and the pixels in the source image are
    moved by the interpolated vector to their
    destinations
  • What this does is approximate the transformation
    of the pixels coordinates by a perspective view
    matrix

11
Interpolating Correspondences
12
Compositing Images
  • Two main problems
  • Overlaps
  • Caused by local image contraction
  • Occurs when several samples in a local
    neighborhood of the source image move to the same
    pixel in the interpolated image
  • Holes
  • Caused by local image expansion
  • May also arise from sample locations invisible in
    each of the source images but visible in the
    interpolated image

13
Holes
14
Implementation - Preprocessing
  • Preprocessing
  • This stage establishes the correspondence between
    each pair of source and destination images
  • Get input data
  • A source node image, range data and camera
    parameters
  • A destination node only the camera parameters
    are needed
  • A threshold factor for quadtree decomposition
  • Create a morph map from the source to the
    destination
  • Decompose the morph map into quadtree blocks and
    add the blocks to the block list
  • Repeat the above steps for each arc connecting
    the set of nodes
  • Sort the block list from back to front by the
    blocks Z-coordinates

15
Implementation - Interpolation
  • Interactive Interpolation
  • Get input data
  • Fill the interpolated image with a distinguished
    background color
  • Compute new location for every block in the list
    in back-to-front order
  • Copy the pixel block from the source image to its
    new location in the interpolated image
  • For every pixel in the interpolated image that
    still retains the background color, compute its
    color by filtering the colors of the adjacent
    non-background pixels

16
Applications
  • Virtual Reality
  • Motion Blur
  • Generate additional temporal samples by
    interpolating between existing frames.
  • Shadows
  • Approximates an area light source by
    interpolating between multiple point light
    sources
  • Image-Based Primitives
  • Incremental Rendering

17
Some Examples
18
Some Examples
19
Some Examples
20
QuickTime VR
  • GOAL A new approach for the creation and
    navigation of virtual environments
  • Three objectives
  • The system should playback at an interactive
    speed on most personal computers available at the
    time without hardware acceleration
  • The system should accommodate both real and
    synthetic scenes
  • The system should be able to display high quality
    images independent of scene complexity

21
Previous Work
  • 3D Modeling and Rendering
  • Branching Movies

22
3D Modeling and Rendering
  • The entire virtual environment is rendered in
    real-time
  • There are three problems with this approach
  • Creating the scene is a tedious and
    time-consuming process
  • Real-time rendering places limits on scene
    complexity and rendering quality.
  • Special rendering hardware is needed which limits
    availability for most people.

23
Branching Movies
  • Used extensively in the video game industry
  • Multiple movie segments depicting spatial
    navigation paths are connected together at
    selected branch points
  • The user is allowed to move on to a different
    path only at these branching points

24
Branching Movies
  • Some problems
  • Limited navigability and interaction.
  • Requires a large amount of storage space for all
    the possible movies.
  • Some benefits
  • Does not require 3D modeling and rendering
  • Uses photographs or movies
  • Decouples rendering from interactive playback

25
Image-Based Rendering
  • Simulates a virtual cameras motions in
    photographic or computer synthesized spaces
  • Camera Motions
  • Camera Rotation
  • Object Rotation
  • Camera Movement
  • Camera Zooming

26
Camera Rotation
27
Camera Movement
28
The QuickTime Environment
  • Composed of two types of players
  • The Panoramic Movie Player
  • The Object Movie Player

29
The Panoramic Movie Player
  • A new panoramic track was added to the existing
    QuickTime player architecture
  • Allows the user to perform continuous panning and
    continuous zooming.
  • Utilizes cylindrical environment maps
  • The image warp, which projects sections of the
    cylindrical image onto a planar view, is computed
    in real-time

30
Cylindrical Warping
31
The Object Movie Player
  • Typically contains a two-dimensional array of
    frames.
  • More frames can be inserted to allow for
    time-varying behavior (i.e. a flickering candle).

32
The Authoring Environment
33
Stitching
  • The stitcher uses a correlation based image
    registration algorithm to match and blend
    adjacent images
  • Adjacent pictures must have some overlap.
  • In practice, a 50 overlap seems to work best
    because adjacent pictures may have very different
    brightness levels

34
Stitching
  • Sometimes automatic stitching fails and manual
    intervention is necessary
  • Factors which contribute to this are
  • Missing Pictures
  • Extreme Intensity Change
  • Insufficient Image Features
  • Improper Camera Mounting
  • Significant Object Motion
  • Film Scanning Errors

35
Stitching
36
Applications
37
Applications
  • Star Trek/The Next GenerationInteractive
    Technical Manual.
  • Lets the user navigate in the Starship Enterprise
    using panoramic movies.
  • Several thousand still photographs were shot to
    create more than two hundred panoramic images,
    which cover most areas in the starship.
  • Took only 2 months to complete
  • Scientific/Engineering Simulation
  • Interactive TV

38
Examples
  • Object Movie
  • Panoramic Movie 1
  • Panoramic Movie 2
  • Panoramic Movie 3

39
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