image-based rendering: 1st wave

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NVIDIA Lecture 10 Copyright Pat Hanrahan Image-Based Rendering: 1st Wave Definition : Using images to enhance the realism of 3D graphics Brute Force in Image-Space, L. Williams Texture maps for surface detail Mipmapping (antialiasing) Zbuffers for hidden surfaces Shadow mattes and maps Object tags

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Image-Based Rendering: 1st Wave. Definition : Using images to enhance the realism of 3D graphics Brute Force in Image-Space, L. Williams Texture maps for surface detail Mipmapping (antialiasing) Zbuffers for hidden surfaces Shadow mattes and maps Object tags. - PowerPoint PPT Presentation

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Page 1: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Image-Based Rendering: 1st Wave

Definition: Using images to enhance the realism of 3D graphics

Brute Force in Image-Space, L. Williams

Texture maps for surface detail

Mipmapping (antialiasing)

Zbuffers for hidden surfaces

Shadow mattes and maps

Object tags

Page 2: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Image-Based Rendering: 2nd Wave

Represent (model and render) environments without using

traditional geometric representations (polygons)

Examples QuickTimeVR and panoramic image representations Light fields or virtual holograms Color + Range images Coupling viewing and morphing

Advantages Cost independent of scene complexity Imagery from real or virtual scenes Modest computation compared to classical C.G.

Page 3: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Applications

Capture 3D environments

MIT’s ASPEN MovieMap, Cyan’s MYST and RIVEN

Museums, real estate, products, sets, planets

Interactive 3D Graphics and Games Representations of complex environments (lod)

Background environments

Textured portals

3D sprites, billboards and imposters Post rendering warps

Frame interpolation, priority rendering (Talisman)

Latency compentation: HMDs, networked telepresence

Stereo from single RGBZ image

Page 4: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Apple’s QuickTime VR

Outward Inward

Page 5: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

History of Panoramas

Robert Barker’s Panorama (1792)

50’ high, 400’ circumference, platform for viewing

Raoul Brimoin-Sanson’s Cineorama (1897)

10 synchronized projectors, 300’ circumference

Disney’s CircleVision

9 35mm projectors

Mirrored panoramic camera

Modern IMAX and OMNIMAX theaters

Page 6: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Panoramic Cameras

Rotating Cameras

Kodak Cirkut

Globuscope

Stationary Cameras

Be Here

Page 7: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Mars Pathfinder Panorama

Page 8: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Creating a Cylindrical Panorama

From www.quicktimevr.apple.com

Page 9: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Stitching

Prewarping

Lens Distortion, Radiometry,Cylindrical projection

Image Registration

Feature alignment,Pixel difference minimization, Fourier correlation

Global Alignment

Gap closingMutual image aligment

Compositing

Blending,Nearest NeighborExample courtesy James Davis

Page 10: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Commercial Products

QuickTime VR, LivePicture, IBM (Panoramix)

VideoBrush

IPIX (PhotoBubbles), Be Here, etc.

Page 11: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Future Directions

Geometry + panoramas

Hot spots

Hierarchical panoramas

Stereo / depth-mapped panoramas

Video panoramas

Page 12: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Light Field

Key Ideas:

4D function

- Valid outside convex hull

2D slice = image

- Insert to create

- Extract to display

Inward or outward

Page 13: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Two Plane Parametrization

ObjectFocal plane (st)

Camera plane (uv)

Page 14: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Page 15: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Reconstruction

Page 16: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Original prototype gantry

Issues: focal plane, aperture, support, lighting

Page 17: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

New light field gantry

Applications:

digitizing light fields

measuring BRDFs

range scanning

Designed by

Marc Levoy et al.

Page 18: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Light Field Camera

prototype(32 z 2)

long-term goal(32 z 32)

light field

imaging chip

compression chip

Concept: Pat Hanrahan Mark Horowitz Marc Levoy

Page 19: Image-Based Rendering: 1st Wave

NVIDIA Lecture 10 Copyright Pat Hanrahan

Dayton Taylor’s Multiple Camera Rig