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IBR: View Interpolation Philipp Slusallek

IBR: View Interpolation Philipp Slusallek. Image-Based Rendering. Lightfield / Lumigraph. Sprite / Imposter. LDI. Geometry. Imposter / Sprite with Depth. View-dependent Texture Mapping. Panorama / Environment Map. Geometry-based. Image-based. View Interpolation.

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IBR: View Interpolation Philipp Slusallek

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  1. IBR: View Interpolation • Philipp Slusallek

  2. Image-Based Rendering Lightfield / Lumigraph Sprite / Imposter LDI Geometry Imposter / Sprite with Depth View-dependent Texture Mapping Panorama / Environment Map Geometry-based Image-based

  3. View Interpolation • 1. Interpolating between range images • - Chen and Williams, View Interpolation, 1993 • - Shade et al., Layered Depth Images, 1998 • 2. Correspondences and epipolar analysis • - Laveau and Faugeras, Collection of Images, 1994 • - McMillan and Bishop, Plenoptic Modeling, 1995 • 3. Combination of view synthesis and morphing • - Chen and Williams, 1993 • - Seitz and Dyer, 1995 •  Require depths or correspondences

  4. Drawing RGBZ Images • Various techniques: • 1. Priority sorted splatting (Gauss, small rectangles, or points) • - Chen and Williams • 2. Priority sorted height field • - McMillan and Bishop • 3. Micropolygon mesh • - Marks et al. • 4. Inverse ray-tracing of height field • - McMillan • 5. Decimate and draw as a polygon mesh

  5. View Interpolation • Issues: • Visibility/Occlusion • Holes • (Anti-)aliasing • Shading (diffuse)

  6. Directly from correspondences • Laveau and Faugeras Algorithm p p2 p1 Existing View2 Existing View1 p3 l13 l23 New View 3

  7. Merging RGBZ Images • Problems: • Overlaps • - Oversampling • - Occlusion • Gaps or holes • - Undersampling • - Expose unseen areas Chen and Williams 1993

  8. View Interpolation [Chen/Williams’93] • Preprocessing: • Correct correspondences for pixel (morph map) • Division into blocks (hierarchical) • Obtain priorities form Z filtering • Display: • Linear interpolation of morph map • Back-to-front rendering of blocks • Fill holes from adjacent pixels

  9. Sprites / Imposters • Purpose: • Cache complex rendered geometry • Decouple rendering updates from image updates • Drawing primitives • Issues: • Placement of polygon • Warping of texture (perspective, affine) • Validity of cache • Hierarchy • Continuity with environment

  10. Sprites / Imposters

  11. Imposters

  12. Sprites/Imposters with Depth • Better image warping: • Wider range of reuse • Backward mapping only with homograph • New mapping: • Stored depth map • Forward map depth map(approximate geometry) • Backward mapping of colorusing depth information d d’ d’

  13. I1 d1(I2 ) I2 Mapping with Depth • Forward Mapping: • Holes and aliasing

  14. I1(I2)d2 I2 Mapping with Depth • Backward Mapping: • What is d?

  15. I1(I2)d2 I2 Mapping with Depth • Solution: • Forward map depth • Reconstruct approximate geometry • Backward map color

  16. Layered Depth Images • Idea: • Handle disocclusion • Store invisible geometry in depth images • Data structure: • Per pixel list of depth samples • Per depth sample: • RGBA • Z • Encoded: Normal direction, distance • Pack into cache lines

  17. Layered Depth Images • Computation: • Incremental warping computation • Implicit ordering information • Process in up to four quadrant • Splat size computation • Table lookup • Fixed splat templates • Clipping of LDIs

  18. Layered Depth Images

  19. Micro-Polygon rendering • Goal: • Fill Holes by assuming smooth geometry • Approach: • Connect neighboring pixels with polygons • Delete polygons for very large steps • Render micro-polygons •  Heavy load on graphics system

  20. Some more Application: Stereo Example courtesy L. McMillan, MIT

  21. Some More Applications • Holography • Generating new views of models • Decoupling of rendering and image updates • Z is available • Avoid artifacts • Motion Capture • Matching of model to image data • Morphing for flexible models • Video Rewrite / Talking Head

  22. From Michael Cohen

  23. From Michael Cohen

  24. From Michael Cohen

  25. Image-Based Rendering • Limitations • Static scene geometry • Fixed lighting • Constrained look-from or look-at point • Possibilities: • Complete modeling and rendering system? • Integration of Computer Vision and Computer Graphics?

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