lightfields and lumigraphs
DESCRIPTION
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 - PowerPoint PPT PresentationTRANSCRIPT
Lightfields and Lumigraphs
Vision for GraphicsCSE 590SS, Winter 2001
Richard Szeliski
(with lots of slides from Michael Cohen)
3/7/2001 Vision for Graphics 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
3/7/2001 Vision for Graphics 3
Computer Graphics
Image
Output
ModelSyntheticCamera
3/7/2001 Vision for Graphics 4
Real Scene
Computer Vision
Real Cameras
Model
Output
3/7/2001 Vision for Graphics 5
Combined
Model Real Scene
Real Cameras
Image
Output
SyntheticCamera
3/7/2001 Vision for Graphics 6
But, vision technology falls short
ModelReal Scene
Real Cameras
Image
Output
SyntheticCamera
3/7/2001 Vision for Graphics 7
… and so does graphics.
ModelReal Scene
Real Cameras
Image
Output
SyntheticCamera
3/7/2001 Vision for Graphics 8
Image Based Rendering
Real Scene
Real Cameras-or-
Expensive Image Synthesis
Images+Model
Image
Output
SyntheticCamera
3/7/2001 Vision for Graphics 9
Ray
Constant radiance• time is fixed
5D• 3D position• 2D direction
3/7/2001 Vision for Graphics 10
All Rays
Plenoptic Function:• all possible images• too much stuff!
3/7/2001 Vision for Graphics 11
Line
Infinite line
4D• 2D direction• 2D position• non-dispersive medium
3/7/2001 Vision for Graphics 12
Ray
Discretize, then interpolate
Distance between 2 rays• Which is closer together?
3/7/2001 Vision for Graphics 13
Image
What is an image?
All rays through a point• Panorama?
3/7/2001 Vision for Graphics 14
Image
Image plane
2D• position
3/7/2001 Vision for Graphics 15
Light leaving towards “eye”
2D• just dual of image
Object
3/7/2001 Vision for Graphics 16
Object
All light leaving object
3/7/2001 Vision for Graphics 17
Object
4D• 2D position• 2D direction
3/7/2001 Vision for Graphics 18
Object
All images
3/7/2001 Vision for Graphics 19
Lumigraph / Lightfield
Outside convex space
4D
StuffEmpty
3/7/2001 Vision for Graphics 20
Lumigraph
Inside convex space
4D
EmptyStuff
3/7/2001 Vision for Graphics 21
Lumigraph
How to • organize• capture• render
3/7/2001 Vision for Graphics 22
Lumigraph - Organization
2D position
2D direction
s
3/7/2001 Vision for Graphics 23
Lumigraph - Organization
2D position
2D position
2 plane parameterization
su
3/7/2001 Vision for Graphics 24
Lumigraph - Organization
2D position
2D position
2 plane parameterization
us
t s,tu,v
v
s,t
u,v
3/7/2001 Vision for Graphics 25
Lumigraph - Organization
Hold s,t constant
Let u,v vary
An image
s,t u,v
3/7/2001 Vision for Graphics 26
Lumigraph - Organization
Discretization• higher res near object
– if diffuse– captures texture
• lower res away– captures directions
s,t u,v
3/7/2001 Vision for Graphics 27
Lumigraph - Capture
Idea 1• Move camera carefully over
s,t plane• Gantry
– see Lightfield paper
s,t u,v
3/7/2001 Vision for Graphics 28
Lumigraph - Capture
Idea 2• Move camera anywhere• Rebinning
– see Lumigraph paper
s,t u,v
3/7/2001 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
3/7/2001 Vision for Graphics 30
Lumigraph - Rendering
For each output pixel• determine s,t,u,v
• either• use closest discrete RGB• interpolate near values
s u
3/7/2001 Vision for Graphics 31
Lumigraph - Rendering
Nearest• closest s• closest u• draw it
Blend 16 nearest• quadrilinear interpolation
s u
3/7/2001 Vision for Graphics 32
Lumigraph - Rendering
Depth Correction• closest s• intersection with “object”• best u• closest u
s u
3/7/2001 Vision for Graphics 33
Lumigraph - Rendering
Depth Correction • quadralinear interpolation• new “closest”• like focus
s u
3/7/2001 Vision for Graphics 34
Lumigraph - Rendering
Fast s,t,u,v finding• scanline interpolate• texture mapping• shear warp
s u
3/7/2001 Vision for Graphics 35
Lumigraph - Ray Space
3/7/2001 Vision for Graphics 36
Lumigraph - Ray Space
Image effects:• parallax• occlusion• transparency• highlights
3/7/2001 Vision for Graphics 37
Lumigraph - Demo
Lumigraph• Lion, Fruit Bowl, Visible Woman, Path Tracing
3/7/2001 Vision for Graphics 38
Lightfield - DemoDigital Michelangelo Project
– Marc Levoy, Stanford University– Lightfield (“night”) assembled by Jon Shade
3/7/2001 Vision for Graphics 39
Surface Lightfields
Turn 4D parameterization around
Leverage coherence
3/7/2001 Vision for Graphics 40
Surface Lightfields
Wood et al, SIGGRAPH 2000
3/7/2001 Vision for Graphics 41
3D Representations
Image is 2D
Lumigraph is 4D
What happened to 3D?• 3D Lumigraph subset• Concentric mosaics
3/7/2001 Vision for Graphics 42
3D Lumigraph
One row of s,t plane• i.e., hold t constant
s,t u,v
3/7/2001 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
3/7/2001 Vision for Graphics 44
Concentric Mosaics
Replace “row” with “circle” of images
3/7/2001 Vision for Graphics 45
Concentric Mosaics
3/7/2001 Vision for Graphics 46
Concentric Mosaics
From above
3/7/2001 Vision for Graphics 47
Concentric Mosaics
Depth correction
3/7/2001 Vision for Graphics 48
Concentric Mosaics
Panorama
3/7/2001 Vision for Graphics 49
2.5D Representations
Image is 2DLumigraph is 4D3D
• 3D Lumigraph subset• Concentric mosaics
2.5D• Layered Depth Images• View Dependent Surfaces
3/7/2001 Vision for Graphics 50
Layered Depth Image
ImageDepthLayered
2.5 D ?
3/7/2001 Vision for Graphics 51
Layered Depth Image
Rendering from LDI
• Incremental in LDI X and Y • Guaranteed to be in back-to-front order
3/7/2001 Vision for Graphics 52
Layered Depth Image
Rendering from LDI
• Incremental in LDI X and Y • Guaranteed to be in back-to-front order
3/7/2001 Vision for Graphics 53
Layered Depth Image (LDI)
3/7/2001 Vision for Graphics 58
Summary
5D: Plenoptic Function (Ray)
4D: Lumigraph / Lightfield
3D: Lumigraph Subset
3D: Concentric Mosaics
2.5D: Layered Depth Image
2.5D: Image Based Models
2D: Image