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CSL 859: Advanced Computer Graphics. Dept of Computer Sc. & Engg. IIT Delhi. Image-Based Rendering. So far: Geometry -> images Object space model, even volumetric Image-based rendering : Image -> Another image Zoom, Pan etc. Just image processing?. Images with depth. Quicktime VR: - PowerPoint PPT Presentation
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CSL 859: CSL 859: Advanced Advanced Computer Computer GraphicsGraphicsDept of Computer Sc. & Engg.Dept of Computer Sc. & Engg.
IIT DelhiIIT Delhi
Image-Based RenderingImage-Based Rendering
So far:So far: Geometry -> imagesGeometry -> images Object space model, even volumetricObject space model, even volumetric
Image-based renderingImage-based rendering:: Image -> Another imageImage -> Another image
Zoom, Pan etc.Zoom, Pan etc. Just image processing?Just image processing?
Images with depthImages with depth
Quicktime VR:Quicktime VR: 2D panoramic photograph2D panoramic photograph Spin around, zoom in and outSpin around, zoom in and out Can add objects closer to viewerCan add objects closer to viewer
Tour into the pictureTour into the picture Assign depth to parts of the imageAssign depth to parts of the image One might add objects hidden behind One might add objects hidden behind
some object in the imagesome object in the image Layered depth imagesLayered depth images
Image Based Rendering Image Based Rendering
Store image from every conceivable viewStore image from every conceivable view Rendering would reduce to database queryRendering would reduce to database query
Generality demand infinite sized databaseGenerality demand infinite sized database Could store enough imagesCould store enough images
Given a desired viewpoint (viewmatrix)Given a desired viewpoint (viewmatrix) Choose an image from a saved view near the Choose an image from a saved view near the
desired viewdesired view Warp the imageWarp the image Or, interpolate from nearby known viewpointsOr, interpolate from nearby known viewpoints
Ray EquationRay Equation
CorrespondenceCorrespondence
Warp x1 to x2+
General 3D WarpGeneral 3D Warp
[Courtesy L Mcmillan]
Occlusion DeterminationOcclusion Determination
Project the desired center-of-Project the desired center-of-projection onto the reference imageprojection onto the reference image
Occlusion DeterminationOcclusion Determination
Draw towards the Draw towards the projected pointprojected point Guarantees painter’s Guarantees painter’s
orderingordering Independent of the Independent of the
scene's contentsscene's contents Generalizes to non-Generalizes to non-
planar viewing planar viewing surfacessurfaces
ReconstructionReconstruction
Radiances in a SceneRadiances in a Scene
Account for all raysAccount for all rays OriginOrigin
3 dimensions3 dimensions DirectionDirection
2 dimensions2 dimensions
Space of rays is 5 dimensionalSpace of rays is 5 dimensional
PanoramaPanorama
All rays from a single point
Plenoptic FunctionPlenoptic Function
p = P(Θ, Φ, x, y, z , λ, t)
All rays from all points
Courtesy L. Mcmillan
Radiances in a Scene IIRadiances in a Scene II
Account for all raysAccount for all rays OriginOrigin
3 dimensions3 dimensions DirectionDirection
2 dimensions2 dimensions
Space of rays is 5 dimensionalSpace of rays is 5 dimensional Radiance is constant along rayRadiance is constant along ray
4 dimensional space4 dimensional space Subject to occlusionSubject to occlusion
Capturing RadiancesCapturing Radiances
Capture images from many placesCapture images from many places Camera positioningCamera positioning
Parameterize the 4D spaceParameterize the 4D space Camera position and 2D image?Camera position and 2D image?
Sample the 4D spaceSample the 4D space Coverage and sampling uniformityCoverage and sampling uniformity AliasingAliasing Too much dataToo much data
Representing Scene Representing Scene RadianceRadiance
Like texture mapLike texture map Except ray origin is not Except ray origin is not
fixedfixed Source and destination Source and destination
of ray variesof ray varies 2 coordinates (2 coordinates (uu,,vv) for ) for
ray originray origin 2 coordinates (2 coordinates (ss,,tt) for ) for
ray destinationray destinations
t
u
v
[Light-field: Hanrahan & Levoy][Light-field: Hanrahan & Levoy]
Sampling CoverageSampling Coverage
θr
θ
r
With four slabs the (r,θ) space is well covered (for an outside looking in case)
Ray Source
Ray Target
Stanford Multi-Stanford Multi-camera Arraycamera Array
640 640 ×× 480 pixels 480 pixels ××30 fps × 128 30 fps × 128 camerascameras
Synchronized timingSynchronized timing Continuous Continuous
streamingstreaming Flexible arrangementFlexible arrangement
Light Field as Array of Light Field as Array of ImagesImages
For each pixel (x, y)For each pixel (x, y) Compute rayCompute ray Map to (u,v,s,t)Map to (u,v,s,t) Look up “4D” textureLook up “4D” texture
Store as many 2D texturesStore as many 2D textures Quadri-linear interpolationQuadri-linear interpolation
Rendering of Light FieldsRendering of Light Fields
Good and BadGood and Bad
Advantages:Advantages: Simpler computation vs. traditional CGSimpler computation vs. traditional CG Cost independent of scene complexityCost independent of scene complexity Cost independent of material Cost independent of material
properties and other optical effectsproperties and other optical effects Disadvantages:Disadvantages:
Static geometryStatic geometry Fixed lightingFixed lighting High storage costHigh storage cost