image-based renderingjkh/462_s07/26_image_based_rendering.pdf · 2007-05-07 · image based...
TRANSCRIPT
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Image-Based Rendering
(with most of slides from Richard Szeliski and Michael Cohen)
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Computer Graphics
Image
Output
ModelSyntheticCamera
Geometry + Material attributes
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Real Scene
Computer Vision
Real Cameras
Model
Output
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Combined
Model Real Scene
Real Cameras
Image
Output
SyntheticCamera
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But, vision technology falls short
ModelReal Scene
Real Cameras
Image
Output
SyntheticCamera
Hard to re-create much of the complex geometry and lighting effects found in real world
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… and so does graphics.
ModelReal Scene
Real Cameras
Image
Output
SyntheticCamera
Hard to render world illumination
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What is Image-Based Rendering?
All we usually care about in rendering is generating images from new viewpoints.
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Image-Based Rendering
Geometry based• Geometry + Material attributes
Skip traditional modeling/rendering process
Image based rendering seeks to replace geometry and surface properties with images
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Quicktime VR
Skip traditional modeling/rendering process
Capture environment maps from given locations
Look around from a fixed point
Show Demo
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Lightfields and Lumigraphs
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Modeling light
Capture flow of light in region of environment
Described by plenoptic function
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Plenoptic Function
Describes the intensity of light:• passing through a given point, x• in a given direction, (θ,φ)
5D• 3D position• 2D direction
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All Rays
Plenoptic Function:• all possible rays
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Plenoptic Function
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)
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Line
Infinite line
4D• 2D direction• 2D position• Intensity does not change along the line
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Ray
Discretize, then interpolate
Distance between 2 rays• Which is closer together?
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Panorama
What is an panorama?
All rays through a point
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Panoramic MosaicsConvert panoramic image sequence into a
cylindrical image
+ + … + =
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Image
Image plane
2D• position in plane
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Light leaving towards “eye”
2D• just dual of image
Object
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Object
All light leaving object
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Object
4D• 2D position (on surface)• 2D direction
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Object
All images
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Lumigraph / Lightfield
Outside convex space
4D
StuffEmpty
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Inside convex space
4D
EmptyStuff
Lumigraph / Lightfield
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How to ?• organize• capture• render
Lumigraph / Lightfield
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Lumigraph - Organization
2D position
2D direction
sθ
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Lumigraph - Organization
2D position
2D position
2 plane parameterization
su
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Lumigraph - Organization
2D position
2D position
2 plane parameterization
us
t s,tu,v
v
s,t
u,v
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Lumigraph - Organization
Hold s,t constant
Let u,v varyAn image
s,t u,v
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Lumigraph - Organization
Discretization• higher res near object
– if diffuse– captures texture
• lower res away– captures directions
s,t u,v
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Lumigraph - Capture
Idea 1• Move camera carefully over
s,t plane• Light Field
s,t u,v
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Lumigraph - Capture
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Lumigraph - Capture
Idea 2• Move camera anywhere• Lumigraph paper
s,t u,v
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Lumigraph - Rendering
For each output pixel• determine s,t,u,v• either
– find closest discrete RGB– interpolate near values s,t u,v
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Lumigraph - Rendering
For each output pixel• determine s,t,u,v
• either• use closest discrete RGB• interpolate near values
s u
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Lumigraph - Rendering
Nearest• closest s• closest u• draw it
Blend 16 nearest• quadrilinear interpolation
s u
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Lumigraph - Rendering
Depth Correction• closest s• intersection with “object”• best u• closest u
s u
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Lumigraph - Rendering
Depth Correction • quadralinear interpolation• new “closest”• like focus
[DynamicallyReparameterizedLight Fields,Isaksen, SG’2000]
s u
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Lumigraph - Ray Space
Image effects:
• parallax• occlusion
• transparency• highlights
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Lumigraph - Demo
Lumigraph• Lion, Fruit Bowl
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Complex Light Field acquisition
Digital Michelangelo Project – Marc Levoy, Stanford University– Lightfield (“night”) assembled by Jon Shade
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Unstructured Lumigraph
What if the images aren’t sampled on a regular 2D grid?
• can still re-sample rays
• ray weighting becomes more complex[Buehler et al., SIGGRAPH’2000]
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Surface Light Fields
Turn 4D parameterization around:
image @ every surface pt.
Leverage coherence:compress radiance fn(BRDF * illumination)after rotation by n
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Surface Light Fields
[Wood et al, SIGGRAPH 2000]
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3D Representations
Image (and panoramas) are 2D
Lumigraph is 4DWhat happened to 3D?
• 3D Lumigraph subset• Concentric mosaics
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3D Lumigraph
One row of s,t plane• i.e., hold t constant
s,t u,v
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3D Lumigraph
One row of s,t plane• i.e., hold t constant• thus s,u,v• a “row of images”
[Sloan et al., Symp. I3DG 97]
s
u,v
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Concentric Mosaics
Replace “row” with “circle” of images[Shum & He, SIGGRAPH’97]
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Concentric Mosaics
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Concentric Mosaics
Rendering
( as seenfrom above )
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Concentric Mosaics
Depth correction
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Concentric Mosaics
Demo
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2.5D Representations
Image is 2DLumigraph is 4D3D
• 3D Lumigraph subset• Concentric mosaics
2.5D• Layered Depth Images• Sprites with Depth (impostors)• View Dependent Surfaces (see Façade)
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Layered Depth Image
ImageDepthLayered
2.5 D ?
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Layered Depth Image
Rendering from LDI[Shade et al., SIGGRAPH’98]
• Incremental in LDI X and Y • Guaranteed to be in back-to-front order
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Layered Depth Image
Rendering from LDI
• Incremental in LDI X and Y • Guaranteed to be in back-to-front order
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Hierarchy of Light Fields [Levoy]
5D: Plenoptic Function (Ray)4D: Lumigraph / Lightfield4D*: Environment Matte (single view)3D: Lumigraph Subset3D: Concentric Mosaics2.5D: Layered Depth Image2.5D: Image Based Models2D: Images and Panoramas
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