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RealTime High Quality Rendering

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IBR is tangentially related to course (more pertinent to ... But many of the rendering methods, especially precomputed ... maps, bump maps, env. ... – PowerPoint PPT presentation

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Title: RealTime High Quality Rendering


1
Real-Time High Quality Rendering
  • COMS 6160 Fall 2004, Lecture 6
  • Image-Based Modeling and Rendering

http//www.cs.columbia.edu/ravir/6160
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Motivation for Lecture
  • IBR is tangentially related to course (more
    pertinent to acquisition of measured materials
    and scenes)
  • But many of the rendering methods, especially
    precomputed techniques borrow from it
  • And many methods use measured data
  • Also, images are an important source for
    rendering

3
Next few slides courtesy Paul Debevec SIGGRAPH
99 course notes
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IBR Pros and Cons
  • Advantages
  • Easy to capture images photorealistic by
    definition
  • Simple, universal representation
  • Often bypass geometry estimation?
  • Independent of scene complexity?
  • Disadvantages
  • WYSIWYG but also WYSIAYG
  • Explosion of data as flexibility increased
  • Often discards intrinsic structure of model?

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IBR A brief history
  • Texture maps, bump maps, env. maps 70s
  • Poggio et al. MIT Faces, image-based
    analysis/synthesis
  • Modern Era
  • Chen and Williams 93, View Interpolation Images
    with depth
  • Chen 95 Quicktime VR Images from many
    viewpoints
  • McMillan and Bishop 95 Plenoptic Modeling Images
    w disparity
  • Gortler et al, Levoy and Hanrahan 96 Light Fields
    4D
  • Shade et al. 98 Layered Depth Images 2.5D
  • Debevec et al. 00 Reflectance Field 4D
  • Inverse rendering methods (Sato,Yu,Marschner,Boivi
    n,)
  • Fundamentally, sampled representations in
    graphics

10
Outline
  • Overview of IBR
  • Basic approaches
  • Image Warping
  • Light Fields
  • Survey of some recent work

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Warping slides courtesy Leonard McMillan
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Outline
  • Overview of IBR
  • Basic approaches
  • Image Warping
  • 2D depth. Requires correspondence/disparity
  • Light Fields 4D
  • Survey of some recent work

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Outline
  • Overview of IBR
  • Basic approaches
  • Image Warping
  • 2D depth. Requires correspondence/disparity
  • Light Fields 4D
  • Survey of some recent work

28
Refresher LDIs
  • Layered depth images Shade et al. 98

Slide from Agrawala, Ramamoorthi, Heirich, Moll,
SIGGRAPH 2000
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Refresher LDIs
  • Layered depth images Shade et al. 98

LDI
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Refresher LDIs
  • Layered depth images Shade et al. 98

LDI
(Depth, Color)
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Surface Light Fields
  • Miller 98, Nishino 99, Wood 00
  • Reflected light field (lumisphere) on surface
  • Explicit geometry as against light fields.
    Easier compress

33
Acquiring Reflectance Field of Human Face
Debevec et al. SIGGRAPH 00
  • Illuminate subject from many incident directions

34
Example Images
Images from Debevec et al. 00
35
Conclusion (my views)
  • Real issue is compactness/flexibility vs.
    rendering speed
  • IBR is use of sampled representations. Easy to
    interpolate, fast to render. If samples images,
    easy to acquire.
  • Of course, for this course, some pretty fancy
    precomputed algorithms (because we want to handle
    complex lighting that changes)
  • IBR in pure form not really practical
  • WYSIAYG
  • Explosion as increase dimensions (8D transfer
    function)
  • Ultimately, compression, flexibility needs
    geometry/materials
  • But lots of recent work (some in course) begins
    to correct these issues
  • Right question is tradeoff compactness/efficiency
  • Factored representations
  • Understand sampling rates and reconstruction
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