Image-Based Rendering - PowerPoint PPT Presentation

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Image-Based Rendering

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Think of how hard radiosity is ... gathered by panning a video camera about its vertical optical axis on a tripod. The algorithm: ... – PowerPoint PPT presentation

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Title: Image-Based Rendering


1
Image-Based Rendering
  • Geometry and light interaction may be difficult
    and expensive to model
  • Think of how hard radiosity is
  • Imagine the complexity of modeling the exact
    geometry of carpet (as just one example)
  • Image based rendering seeks to replace geometry
    and surface properties with images

2
Texture Mapping
  • Replace small scale geometry and surface changes
    with an image attached to the surface
  • Define a mapping from surface points into a
    texture image
  • When the properties of that point are required,
    look up the pixel in the texture image
  • A research field in itself
  • Various methods of sampling the texture
  • Various ways of combining the samples with direct
    lighting calculations
  • Ways of arranging and accessing textures in memory

3
Environment Mapping
  • Replace the world around an object with images
  • Generally used for fast reflection computations
  • Typically, define a cube around the object and
    associate images with the inside of each face
  • When seeking reflection color, shot ray from
    surface point onto cube and take corresponding
    image point
  • Images represent a view of the world from the
    center of the object
  • Assumes that the world wouldnt look much
    different if viewed from points on the objects
    surface

4
Plenoptic Function
  • Describes the intensity of light
  • passing through a given point, x
  • in a given direction, (?,?)
  • with given wavelength, ?
  • at a given time, t
  • Many image-based rendering approaches can be cast
    as sampling from and reconstructing the plenoptic
    function
  • Note, function is generally constant along
    segments of a line (assuming vacuum)

5
Image-Based Rendering
  • Aim Generate an image from a desired view using
    existing images from other views
  • May or may not know the viewing parameters for
    the existing images
  • Existing images may be photographs or computer
    generated renderings

6
A Plethora of Approaches
  • Methods differ in many ways
  • The range of new viewpoints allowed
  • The density of input images
  • The representation for samples (known images)
  • The amount of user help required
  • The amount of additional information required
    (such as intrinsic camera parameters)
  • The method for gathering the input images

7
Movie-Map Approaches
  • Film views from fixed locations, closely spaced,
    and store on video-disc (would be DVD now)
  • Allow the user to jump from location to location,
    and pan
  • Appropriate images are retrieved from disk and
    displayed
  • No reprojection just uses nearest existing
    sample
  • Still used in video games today, but with
    computer generated movies

8
Quicktime VR (Chen, 1995)
  • Movie-maps in software
  • Construct panoramic images by stitching together
    a series of photographs
  • Semi automatic process, based on correlation
  • Scale/shift images so that they look most alike
  • Works best with gt50 overlap
  • Finite set of panoramas user jumps from one to
    the other

9
View Interpolation (Chen and Williams, 1993)
  • Input A set of synthetic images with known depth
    and camera parameters (location, focal length,
    etc)
  • Computes optical flow maps related each pair of
    images
  • Optical flow map is the set of vectors describing
    where each point in the first image moves to in
    the second image
  • Morphs between images by moving points along flow
    vectors
  • Intermediate views are real views only in
    special cases

10
View Morphing (Seitz and Dyer, 1997)
  • Uses interpolation to generate new views such
    that the intermediate views represent real camera
    motion
  • Observation Interpolation gives correct
    intermediate views if the initial and final
    images are parallel views

11
View Morphing Process
  • Basic algorithm
  • Pre-warp input images to get them into parallel
    views
  • Interpolate for intermediate view
  • Post-warp to get final result
  • User specifies a camera path that rotates and
    translates initial camera onto final camera
  • Requires knowledge of projection matrices for the
    input images
  • Found with vision algorithms. User may supply
    correspondences
  • Intermediate motion can be specified by giving
    trajectories of four points

12
Plenoptic Modeling (McMillan and Bishop, 1995)
  • Input Set of panoramic images gathered by
    panning a video camera about its vertical optical
    axis on a tripod
  • The algorithm
  • Determines the properties of each camera and
    registers the images associated with each pan
  • Determines the relative locations of each camera
  • Determines the depth of each point seen by
    multiple cameras
  • Generates new views by reconstructing the
    plenoptic function from the available samples

13
Fitting Each Camera
  • Problem
  • Given several images all taken with the same
    camera rotated about its optical center
  • Determine the camera parameters
  • Determine the angle between each image
  • Approach
  • Multi-stage optimization
  • First stage estimates angle between images and
    focal length
  • Second stage refines and gets remaining
    parameters
  • When done, can map a pixel in one image to its
    correct position in any other images

14
Locating the Cameras
  • Given cylindrical projections (panoramic images)
    for two cameras
  • User identifies 100-500 tie-points (points seen
    in both images)
  • Each tie-point defines two rays one from the
    center of each camera through the tie-point
  • These rays should intersect at the world location
    for the point
  • Minimization step finds the camera locations and
    some other parameters that minimize the
    perpendicular distance between all the rays

15
Determining Disparity
  • The minimization algorithm gives us the world
    location of the tie-points, but what about the
    rest of the points in the image?
  • Use standard computer vision techniques to find
    the remaining disparities
  • Disparity is the angular difference between the
    locations of a point in two images
  • Directly related to the depth of the point
  • Makes heavy use of the epipolar constraint

16
The Epipolar Constraint
  • The location of a point in one image constrains
    it to lie on a ray in space passing through the
    camera and image point
  • This ray projects to a curve in the second image
  • Line for planar projection
  • Sine curve for cylindrical projection
  • Since the point must lie on the ray in world
    space, it must lie on the curve in the second
    image
  • Reduces the search for correspondences to a
    linear one along the line

17
Reconstructing a New View
  • The disparity from a known cylinder pair can be
    transferred to a new cylinder, and then
    reprojected onto a plane (the image)
  • Can all be done in one step
  • Have to resolve occlusion problems
  • Two points from the reference image could map to
    the same point in the output image
  • Solution Define a fill ordering that guarantees
    correct occlusion (an important contribution of
    this paper)
  • Also have to fill holes

18
Summary
  • Image-based rendering obviously relies heavily on
    computer vision techniques
  • Particularly Depth from stereo
  • The problem is very hard with real images
  • These techniques are not perfect!
  • Sampling remains a problem
  • Images tend to appear blurry
  • Relatively little work on reconstruction
    algorithms
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