Computer Graphics. Image-based Rendering. Hendrik Lensch. Computer Graphics WS07/08 Image-based Rendering

Similar documents
3D Rendering - Techniques and Challenges

INTRODUCTION TO RENDERING TECHNIQUES

Immersive Medien und 3D-Video

Using Photorealistic RenderMan for High-Quality Direct Volume Rendering

3 Image-Based Photo Hulls. 2 Image-Based Visual Hulls. 3.1 Approach. 3.2 Photo-Consistency. Figure 1. View-dependent geometry.

Announcements. Active stereo with structured light. Project structured light patterns onto the object

A Short Introduction to Computer Graphics

Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007

Introduction to Computer Graphics

Theory and Methods of Lightfield Photography SIGGRAPH 2009

COMP : 096: Computational Photography

Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping

PHOTOGRAMMETRIC MODELING AND IMAGE-BASED RENDERING FOR RAPID VIRTUAL ENVIRONMENT CREATION

Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg

A technical overview of the Fuel3D system.

CUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS

Projection Center Calibration for a Co-located Projector Camera System

BUILDING TELEPRESENCE SYSTEMS: Translating Science Fiction Ideas into Reality

Understanding astigmatism Spring 2003

Direct Volume Rendering Elvins

B2.53-R3: COMPUTER GRAPHICS. NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions.

LIST OF CONTENTS CHAPTER CONTENT PAGE DECLARATION DEDICATION ACKNOWLEDGEMENTS ABSTRACT ABSTRAK

Ultra-High Resolution Digital Mosaics

REAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS

ENGN D Photography / Winter 2012 / SYLLABUS

Image Based Rendering With Stable Frame Rates

SkillsUSA 2014 Contest Projects 3-D Visualization and Animation

CS 4204 Computer Graphics

Bildverarbeitung und Mustererkennung Image Processing and Pattern Recognition

A Prototype For Eye-Gaze Corrected

COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies

Introduction to Computer Graphics. Reading: Angel ch.1 or Hill Ch1.

Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy

Geometric Camera Parameters

3-D Scene Data Recovery using Omnidirectional Multibaseline Stereo

Graphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene.

The Limits of Human Vision

A. OPENING POINT CLOUDS. (Notepad++ Text editor) (Cloud Compare Point cloud and mesh editor) (MeshLab Point cloud and mesh editor)

HIGH-PERFORMANCE INSPECTION VEHICLE FOR RAILWAYS AND TUNNEL LININGS. HIGH-PERFORMANCE INSPECTION VEHICLE FOR RAILWAY AND ROAD TUNNEL LININGS.

Solution Guide III-C. 3D Vision. Building Vision for Business. MVTec Software GmbH

PHOTOGRAMMETRIC TECHNIQUES FOR MEASUREMENTS IN WOODWORKING INDUSTRY

Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias

REPRESENTATION, CODING AND INTERACTIVE RENDERING OF HIGH- RESOLUTION PANORAMIC IMAGES AND VIDEO USING MPEG-4

A unified representation for interactive 3D modeling

Lecture 12: Cameras and Geometry. CAP 5415 Fall 2010

PowerPoint: Graphics and SmartArt

High Dynamic Range and other Fun Shader Tricks. Simon Green

Visualization and Feature Extraction, FLOW Spring School 2016 Prof. Dr. Tino Weinkauf. Flow Visualization. Image-Based Methods (integration-based)

Character Animation from 2D Pictures and 3D Motion Data ALEXANDER HORNUNG, ELLEN DEKKERS, and LEIF KOBBELT RWTH-Aachen University

We can display an object on a monitor screen in three different computer-model forms: Wireframe model Surface Model Solid model

A NEW SUPER RESOLUTION TECHNIQUE FOR RANGE DATA. Valeria Garro, Pietro Zanuttigh, Guido M. Cortelazzo. University of Padova, Italy

Analysis of preprocessing and rendering light field videos

Volume visualization I Elvins

Augmented Architectural Environments

A method of generating free-route walk-through animation using vehicle-borne video image

Understanding Line Scan Camera Applications

Build Panoramas on Android Phones

MULTI-LAYER VISUALIZATION OF MOBILE MAPPING DATA

Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch.

Computer Graphics. Introduction. Computer graphics. What is computer graphics? Yung-Yu Chuang

3D Interactive Information Visualization: Guidelines from experience and analysis of applications

Lezione 4: Grafica 3D*(II)

Image Synthesis. Transparency. computer graphics & visualization

SYNTHESIZING FREE-VIEWPOINT IMAGES FROM MULTIPLE VIEW VIDEOS IN SOCCER STADIUM

A Cable-driven Parallel Mechanism for Capturing Object Appearance from Multiple Viewpoints

3D Image Warping in Architectural Walkthroughs

Image-Based Model Acquisition and Interactive Rendering for Building 3D Digital Archives

ACE: After Effects CC

Photo VR: A System of Rendering High Quality Images for Virtual Environments Using Sphere-like Polyhedral Environment Maps

Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE. M.Sc. in Advanced Computer Science. Friday 18 th January 2008.

Segmentation of building models from dense 3D point-clouds

Drawing Accurate Ground Plans from Laser Scan Data

How To Fuse A Point Cloud With A Laser And Image Data From A Pointcloud

A System for Capturing High Resolution Images

ACE: After Effects CS6

Rendering Microgeometry with Volumetric Precomputed Radiance Transfer

Description of field acquisition of LIDAR point clouds and photos. CyberMapping Lab UT-Dallas

4. CAMERA ADJUSTMENTS

Scanners and How to Use Them

ARC 3D Webservice How to transform your images into 3D models. Maarten Vergauwen

Spatial location in 360 of reference points over an object by using stereo vision

EECS 556 Image Processing W 09. Interpolation. Interpolation techniques B splines

Architectural Photogrammetry Lab., College of Architecture, University of Valladolid - jgarciaf@mtu.edu b

Activity Set 4. Trainer Guide

Motivation. Motivation

Theremino System Theremino Spectrometer Technology

Using visible SNR (vsnr) to compare image quality of pixel binning and digital resizing

Scan-Line Fill. Scan-Line Algorithm. Sort by scan line Fill each span vertex order generated by vertex list

Digital Image Fundamentals. Selim Aksoy Department of Computer Engineering Bilkent University

Optical Flow. Shenlong Wang CSC2541 Course Presentation Feb 2, 2016

Reflection and Refraction

3D U ser I t er aces and Augmented Reality

How an electronic shutter works in a CMOS camera. First, let s review how shutters work in film cameras.

ACCURACY ASSESSMENT OF BUILDING POINT CLOUDS AUTOMATICALLY GENERATED FROM IPHONE IMAGES

Light-Field Viewer for Android

Combining Approximate Geometry with View-Dependent Texture Mapping A Hybrid Approach to 3D Video Teleconferencing

Working with the BCC Clouds Generator

MetropoGIS: A City Modeling System DI Dr. Konrad KARNER, DI Andreas KLAUS, DI Joachim BAUER, DI Christopher ZACH

VIRGINIA WESTERN COMMUNITY COLLEGE

D animation. Advantages of 2-D2. Advantages of 3-D3. Related work. Key idea. Applications of Computer Graphics in Cel Animation.

Transcription:

Computer Graphics Image-based Rendering Hendrik Lensch

Overview Today: Rendering with Images Next: Input/Output devices

Motivation Photography Computer Graphics Easy acquisition Fast display Natural impression Time-consuming scene modeling Computation-intensive rendering Artificial appearance

Motivation II All we sometimes care about in rendering is generating images from new viewpoints

Motivation II All we sometimes care about in rendering is generating images from new viewpoints In geometry-based methods, we compute these new images Projection Lighting Z-buffering

Motivation II All we sometimes care about in rendering is generating images from new viewpoints In geometry-based methods, we compute these new images Projection Lighting Z-buffering Why not just look-up this information?

Overview Theoretical Basis Pure IBR Algorithms Geometry-assisted IBR Techniques

Overview Plenoptic function Panoramas Concentric Mosaics Light Field Rendering The Lumigraph Layered Depth Images View-dependent Texture Mapping Surface Light Fields View Morphing

The Plenoptic Function Observable light properties (wavelength, 1D) at every point in space (+3D) in all directions (+2D) at every time (+1D): 7D function p = P( λ, V, V, V, θ, φ, t) x y z

The Plenoptic Function II Acquisition Continuous function appropriate discretization High-dimensional reduction in storage requirements Rendering Continuous function look up function value Discretized data re-sample and interpolate

Plenoptic Rendering Taxonomy Reduced Plenoptic Function 5D: time and wavelength omitted static scene, RGB values Light Field Rendering 4D: transparent space and opaque objects, viewpoint outside of the bounding box Concentric Mosaics 3D: viewpoint constrained to lie within a circle Panoramas 2D: fixed viewpoint

Panoramas - History Robert Barker's Panorama (1792) Up to 17 meters high, 130 meters circumference Raoul Brimoin-Sansons Cineorama (1897) 10 synchronized movie projectors, 100 meter circumference Disneys CircleVision 9 35mm cameras Modern Cinemas IMAX OMNIMAX

Panoramas Fixed viewpoint, arbitrary viewing direction Acquisition Multiple conventional images Special panorama cameras Mosaicing Image registration Stitching Warping Rendering Resampling in real-time

Panoramic Mosaicing Projection onto one common plane Bow-tie shape

Panorama Parameterization Spherical projecting surface Advantage Area-constant representation Disadvantage Irregular resampling area

Panorama Parameterization II Cylindrical projecting surface Advantages Simple querying one data structure for all directions Disadvantage Vertical field of view is limited

Panorama Parameterization Cubic projecting surface Advantages Simple data representation All viewing directions Disadvantages 6 separate data slabs Distortion towards edges

Cylindrical Panoramas

Panorama Mosaicing James Davis Prewarping Lens correction, radiometric correction, cylindrical projection Image Registration Feature alignment Minimizing pixel differences Compositing Eliminate moving objects Resampling Filling holes Blending Filtering

Panorama Cameras Rotating Cameras Kodak Cirkut Globuscope Stationary Cameras Be Here OmniCam...

Concentric Mosaics H.-Y. Shum and L.-W. He, Rendering with Concentric Mosaics, Siggraph 99 Viewpoint on confined plane Acquisition Off-axis rotating camera Different radii Optical axis alignment Tangential or radial Stored as tangent slit images (vertical lines) Conveys horizontal parallax

Concentric Mosaics Optical Axis Orientation Radial axis alignment Tangential axis alignment Parameterize each vertical line as tangent to circle

Concentric Mosaics Data Representation Along one circle Tangential parameterization Multiple centers-of-projection image Pushbroom camera Between circles of different radii Horizontal parallax for different scene depths

Concentric Mosaics - Rendering For each vertical line: Find tangent line to circle Select nearest circle Select closest recording position

Concentric Mosaic Example Horizontal parallax Reflection effects Dense sampling to avoid aliasing

IBR Taxonomy image-based geometry-based Light Field Rendering images only + no scene restrictions lots of images Lumigraph, Layered Depth Images images & per-pixel depth + improved rendering quality increased rendering complexity View-dep. Text. Map., Surface Light Fields images & 3-D model + fast rendering (hardware) geometry acquisition/ reconstruction

Light Field Rendering Levoy and Hanrahan, Light Field Rendering, Siggraph 96 graphics.stanford.edu/projects/lightfield/ Viewpoint outside bounding visual hull Assumption: light properties don t change along ray 2D matrix of 2D images: 4D structure Conveys full parallax captures complex BRDFs

Two-Plane Parameterization

The Buddha Light Field

Light Field Rendering Acquisition Static 3D scene Known camera positions 2D image matrix: Light Field Rendering Arbitrary viewpoint and viewing direction Ray-tracing through image matrix Pixel color determined by intersection with camera plane/image plane

Light Fields Quadralinear Interpolation For each desired ray: Compute intersection with uv and st planes Take closest ray Variants: interpolation Bilinear in (u,v) only Bilinear in (s,t) only Quadrilinear in (u,v,s,t) Image plane (st) Camera plane (uv)

Light Field Rendering - Example 2-plane parameterization closest image quadralinear interpolation Aliasing-free rendering: number of images image resolution Photorealistic rendering results: lots of images necessary!

Light Field Sampling Maximum camera movement Disparity must be smaller than one pixel under camera displacement Disparity < 1 pixel Δα = Δs df ( d d f ) pixel size: Δs object radius: r focal length: f recording distance: d displacement angle: Δα r r r Δα d

Light Field Rendering Aliasing Artifacts rendered from heavily subsampled representation rendered from moderately subsampled representation Aliasing / blurring artifacts Apply scene geometry to estimate missing light-field information

Light Field Parameterization Point / angle Two points on a sphere Points on two planes Original images and camera positions

Light Field Acquisition Calibrated light field capture Computer-controlled camera rig Moves camera to grid of locations on a plane

Light Field Acquisition II Spherical motion of camera around object Samples space of directions uniformly Single Camera Static scene Sequential recording Calibrated motion Mechanical gantry Photometric calibration easy

Light Fields - Summary Advantages Simpler computation vs. traditional CG Cost independent of scene complexity Cost independent of material properties and other optical effects Disadvantages Static geometry Fixed lighting High storage cost / aliasing

Geometry-assisted IBR Methods Fundamental idea of IBR: Generate new views of a scene directly from recorded views Pure IBR Light Field Rendering Enormous amount of images necessary Highly redundant data Other IBR techniques try to obtain higher quality with less storage by exploiting scene geometry information

Computer Graphics Computer Vision Scene Geometry Reflectance Characteristics Illumination Animation Analysis Synthesis Image

Geometry Reconstruction Michael Cohen

Vision Geometry Pipeline

Geometry-assisted IBR

Geometry-assisted IBR: Example Airplane Light Field Reconstructed voxel model 8 8 images, 256 256 pixels 250 260 200 voxels object surface: 450,000 voxels

The Lumigraph Gortler et al., The Lumigraph, Siggraph 96, pp. 43-52 research.microsoft.com/siggraph96/96/lumigraph.htm Input: multiple images Resample into 2-plane parameterization Equivalent to Light Field Rendering Reconstruct approximate per-pixel depth from images Disparity-corrected rendering

Lumigraph Depth-corrected Rendering What color has ray (s,u)? Closest recorded ray Wrong surface point Neighboring rays find surface point closest to ray (s,u) Fit planar surface interpolate between closest rays

Lumigraph Rendering Approximate depth correction Backward problem Parallax included Reduced aliasing Occluded regions still a problem

The Lumigraph Rendering Results Without using geometry Light Field Rendering Using approximate geometry

Synthetic Aperture Photography

Synthetic Aperture Photography

Light Fields Acquisition & Applications Plenoptic Camera [Ng05] conventional lens + microlens array 4000x4000 pixels 129x129 microlenses =14x14 pixels per microlens Applications: viewpoint shifts perspective changes digital refocusing Kodak 16-megapixel sensor 125μ square-sided microlenses

Light Fields Acquisition & Applications principle of plenoptic camera conventional camera plenoptic camera

Light Fields Acquisition & Applications refocusing example only one photograph taken refocus is performed computationally by light field manipulation

Light Field Camera

Layered Depth Images J. Shade et al., Layered Depth Images, Siggraph 98 grail.cs.washington.edu/projects/ldi/ Idea: Handle disocclusion Store invisible geometry in depth images Data structure: Per pixel list of depth samples Per depth sample: RGBA Z Normal direction (compressed)

Layered Depth Images II Computation: Incremental warping computation Implicit ordering information Splat size computation Table lookup Fixed splat templates Clipping of LDIs

View Morphing S. Seitz and C. Dyer, View Morphing, Siggraph 96 www.cs.washington.edu/homes/seitz/vmorph/vmorph.htm Warping between 2 (or more) images Cameras F matrices known Image correspondences known for all pixels Continuously warp one image into the other giving a physically plausible impression

View Morphing II Morphing between parallel views Epipolar lines are parallel Lines Simple depth - disparity correspondence Linear interpolation of pixels of both images

View Morphing III Morphing between Non-parallel views Prewarp to common plane (homography) Morph Postwarp

View Morphing - Results

View-dependent Texture Mapping P. Debevec et al., Efficient View-Dependent Image-based Rendering with Projective Texture-Mapping, Eurographics Rendering Workshop 98 www.debevec.org Paul E. Debevec, Camillo J. Taylor, and Jitendra Malik. Modeling and Rendering Architecture from Photographs: A Hybrid Geometry- and Image-Based Approach. In SIGGRAPH 96, August 1996. Multiple fully calibrated photographs Rough 3D model Map photos as texture onto geometry Use image closest to viewing direction for texturing

View-dependent Texture Mapping Movie

View-dependent Texture Mapping

View-dependent Texture Mapping

View-dependent Texture Mapping Movie The Facade System www.debevec.org

Surface Light Fields D. Wood et al., Surface Light Fields for 3D Photography, Siggraph 00 http://grail.cs.washington.edu/projects/slf/ Complete 3D scene geometry model Multiple photographs Fully calibrated camera Parameterize Light Field over object surface

SLF: Geometry Model Acquisition Range scans (only a few shown...) Merged geometry model

SLF: Register Images to Geometry

SLF: Register Images to Geometry

SLF vs. View-dependent Texture Mapping Debevec et al. 1996, 1998 Pulli et al. 1997

SLF vs. View-dependent Texture Mapping Debevec et al. 1996, 1998 Pulli et al. 1997

SLF: Lumispheres

SLF: Lumisphere Fairing Data lumisphere Data lumisphere Faired lumisphere

SLF: Lumisphere Matrix Many input data lumispheres Many faired lumispheres

Wrap-Up Theoretical Background Plenoptic Function Pure IBR Panoramas Concentric Mosaics Light Field Rendering Geometry-assisted IBR The Lumigraph Layered Depth Images View Morphing View-dependent Texture Mapping Surface Light Fields