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Lightfields and Lumigraphs

Lightfields and Lumigraphs. Vision for Graphics CSE 590SS, Winter 2001 Richard Szeliski (with lots of slides from Michael Cohen). Modeling light. How do we generate new scenes and animations from existing ones? Classic “3D Vision + Graphics”: take (lots of) pictures recover camera pose

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Lightfields and Lumigraphs

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  1. Lightfields and Lumigraphs Vision for GraphicsCSE 590SS, Winter 2001Richard Szeliski (with lots of slides from Michael Cohen)

  2. Modeling light • How do we generate new scenes and animations from existing ones? • Classic “3D Vision + Graphics”: • take (lots of) pictures • recover camera pose • build 3D model • extract texture maps / BRDFs • synthesize new views Vision for Graphics

  3. Computer Graphics Output Image Model Synthetic Camera Vision for Graphics

  4. Computer Vision Output Model Real Scene Real Cameras Vision for Graphics

  5. Combined Output Image Real Scene Model Synthetic Camera Real Cameras Vision for Graphics

  6. But, vision technology falls short Output Image Model Real Scene Synthetic Camera Real Cameras Vision for Graphics

  7. … and so does graphics. Output Image Model Real Scene Synthetic Camera Real Cameras Vision for Graphics

  8. Image Based Rendering Output Image Real Scene Synthetic Camera Images+Model Real Cameras -or- Expensive Image Synthesis Vision for Graphics

  9. Ray • Constant radiance • time is fixed • 5D • 3D position • 2D direction Vision for Graphics

  10. All Rays • Plenoptic Function: • all possible images • too much stuff! Vision for Graphics

  11. Line • Infinite line • 4D • 2D direction • 2D position • non-dispersive medium Vision for Graphics

  12. Ray • Discretize, then interpolate • Distance between 2 rays • Which is closer together? Vision for Graphics

  13. Image • What is an image? • All rays through a point • Panorama? Vision for Graphics

  14. Image • Image plane • 2D • position Vision for Graphics

  15. Object • Light leaving towards “eye” • 2D • just dual of image Vision for Graphics

  16. Object • All light leaving object Vision for Graphics

  17. Object • 4D • 2D position • 2D direction Vision for Graphics

  18. Object • All images Vision for Graphics

  19. Lumigraph / Lightfield • Outside convex space • 4D Empty Stuff Vision for Graphics

  20. Lumigraph • Inside convex space • 4D Stuff Empty Vision for Graphics

  21. Lumigraph • How to • organize • capture • render Vision for Graphics

  22. Lumigraph - Organization • 2D position • 2D direction s q Vision for Graphics

  23. Lumigraph - Organization • 2D position • 2D position • 2 plane parameterization u s Vision for Graphics

  24. s,t u,v s,t u,v Lumigraph - Organization • 2D position • 2D position • 2 plane parameterization t v u s Vision for Graphics

  25. Lumigraph - Organization • Hold s,t constant • Let u,v vary • An image s,t u,v Vision for Graphics

  26. Lumigraph - Organization • Discretization • higher res near object • if diffuse • captures texture • lower res away • captures directions s,t u,v Vision for Graphics

  27. Lumigraph - Capture • Idea 1 • Move camera carefully over s,t plane • Gantry • see Lightfield paper s,t u,v Vision for Graphics

  28. Lumigraph - Capture • Idea 2 • Move camera anywhere • Rebinning • see Lumigraph paper s,t u,v Vision for Graphics

  29. Lumigraph - Rendering • For each output pixel • determine s,t,u,v • either • find closest discrete RGB • interpolate near values s,t u,v Vision for Graphics

  30. s u Lumigraph - Rendering • For each output pixel • determine s,t,u,v • either • use closest discrete RGB • interpolate near values Vision for Graphics

  31. s u Lumigraph - Rendering • Nearest • closest s • closest u • draw it • Blend 16 nearest • quadrilinear interpolation Vision for Graphics

  32. s u Lumigraph - Rendering • Depth Correction • closest s • intersection with “object” • best u • closest u Vision for Graphics

  33. s u Lumigraph - Rendering • Depth Correction • quadralinear interpolation • new “closest” • like focus Vision for Graphics

  34. s u Lumigraph - Rendering • Fast s,t,u,v finding • scanline interpolate • texture mapping • shear warp Vision for Graphics

  35. Lumigraph - Ray Space Vision for Graphics

  36. Lumigraph - Ray Space • Image effects: • parallax • occlusion • transparency • highlights Vision for Graphics

  37. Lumigraph - Demo • Lumigraph • Lion, Fruit Bowl, Visible Woman, Path Tracing Vision for Graphics

  38. Lightfield - Demo • Digital Michelangelo Project • Marc Levoy, Stanford University • Lightfield (“night”) assembled by Jon Shade Vision for Graphics

  39. Surface Lightfields • Turn 4D parameterization around • Leverage coherence Vision for Graphics

  40. Surface Lightfields • Wood et al, SIGGRAPH 2000 Vision for Graphics

  41. 3D Representations • Image is 2D • Lumigraph is 4D • What happened to 3D? • 3D Lumigraph subset • Concentric mosaics Vision for Graphics

  42. 3D Lumigraph • One row of s,t plane • i.e., hold t constant s,t u,v Vision for Graphics

  43. 3D Lumigraph • One row of s,t plane • i.e., hold t constant • thus s,u,v • a “row of images” s u,v Vision for Graphics

  44. Concentric Mosaics • Replace “row” with “circle” of images Vision for Graphics

  45. Concentric Mosaics Vision for Graphics

  46. Concentric Mosaics • From above Vision for Graphics

  47. Concentric Mosaics Depth correction Vision for Graphics

  48. Concentric Mosaics • Panorama Vision for Graphics

  49. 2.5D Representations • Image is 2D • Lumigraph is 4D • 3D • 3D Lumigraph subset • Concentric mosaics • 2.5D • Layered Depth Images • View Dependent Surfaces Vision for Graphics

  50. 2.5 D ? Layered Image Depth Layered Depth Image Vision for Graphics

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