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Copyright Philipp Slusallek IBR: View Interpolation Philipp Slusallek

Copyright Philipp Slusallek IBR: View Interpolation Philipp Slusallek

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Copyright Philipp Slusallek

IBR: View Interpolation

Philipp Slusallek

Copyright Philipp Slusallek

Image-Based Rendering

Geometry-based Image-based

Panorama / Environment Map

Sprite / Imposter

Imposter /Sprite with Depth

LDIGeometry

View-dependentTexture Mapping

Lightfield / Lumigraph

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

View Interpolation

Issues:

Visibility/Occlusion

Holes

(Anti-)aliasing

Shading (diffuse)

Copyright Philipp Slusallek

Directly from correspondences

Laveau and Faugeras Algorithm

Existing View1 Existing View2

New View 3

p

p1

p2

l13 l23

p3

Copyright Philipp Slusallek

Merging RGBZ Images

Problems:

Overlaps

- Oversampling

- Occlusion

Gaps or holes

- Undersampling

- Expose unseen areas

Chen and Williams1993

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

Sprites / Imposters

Copyright Philipp Slusallek

Imposters

Copyright Philipp Slusallek

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

dd’

d’

Copyright Philipp Slusallek

Mapping with Depth

Forward Mapping:

Holes and aliasing

I1 d1 (I2 ) I2

Copyright Philipp Slusallek

Mapping with Depth

Backward Mapping:

What is d?

I1 (I2) d2 I2

Copyright Philipp Slusallek

Mapping with Depth

Solution:

Forward map depth

Reconstruct approximate geometry

Backward map color

I1 (I2) d2 I2

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

Layered Depth Images

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

Some more Application: Stereo

Example courtesyL. McMillan, MIT

Copyright Philipp Slusallek

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

Copyright Philipp Slusallek

From Michael Cohen

Copyright Philipp Slusallek

From Michael Cohen

Copyright Philipp Slusallek

From Michael Cohen

Copyright Philipp Slusallek

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?